Wednesday, November 21, 2018

What is good about Fallout 76?

Posted to Reddit by u/SammieSammy https://i.imgur.com/FGy3suw.jpg

There is a lot of negativity surrounding Fallout 76 at release. Eurogamer called it "a bizarre, boring, broken mess", the Metacritic numbers are remarkably low, and most discussions of the game include more people upset than satisfied. I'm being reminded of the release for Mass Effect: Andromeda. That game didn't deserve the reputation it quickly earned, and the same seems to be true for Fallout 76.

I'm finding that people who have played the game say things like, "I enjoyed playing it, but..." and that's a sentiment I understand. On the other hand, people I've talked with who haven't played the game are saying, "I've heard it's really buggy, so I'm not interested in playing it." I know that this isn’t a game everyone is going to like, and I do believe the game will get better with some time for bug-fixing, but I find that the discussion surrounding the game is so negative that it is turning many players away for good.

The thing is that I’m enjoying my time with Fallout 76 and, for all it’s flaws, I don’t want to discourage all players from giving it a try. All Bethesda RPGs of the last decade have been terribly buggy at launch. Bugs can be patched, and the game can be improved, but if the reputation is that the game is unplayable, none of that is going to matter.




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FO76 takes risks and tries something new

The fact is that it would be very easy to write a post about all the problems with the game, but I want to talk about Fallout 76 in a positive way because I do have a positive feeling about the game overall. In order to do that, I’ll need to overlook a lot of points. For integrity’s sake, I’ll make mention of them before I write down any conclusions, but please understand that I’m interested in discussing here only what is good about this game. Don’t expect this to be an even-handed review on its own—please look at what others are saying and weigh these positive points against those indubitably negative ones.

The first and most important positive point I want to make is that this game represents Bethesda taking a risk with one of their most beloved franchises. It would be easy to make and sell the same game again. I don't mean that it wouldn't take time, effort, and resources--I mean it would be easy from a "make something we know we can sell" perspective. That's working for the stockholders, and I would rather see Bethesda working for people who like to play games. The willingness to take on the risk of trying new things is vital to staying relevant in the gaming industry. Any developer doing otherwise is probably suffering at the hands of small minds wearing expensive suits. I'm making a soft point here, but it really is important to me that Bethesda made a Bethesda RPG that pushes the boundaries of  "The Bethesda RPG" without losing that identity. Through all the negative noise surrounding this game right now, it’s important that we as gamers take a moment to appreciate that.

The release of Fallout 76 reminds me of Mass Effect: Andromeda in a scary way. Andromeda wasn't perfect-- it suffered from myriad issues both technical and narratological--but it made an effort to expand and explore the Mass Effect franchise beyond the original trilogy. Now, the sequel to Andromeda has apparently been "shelved indefinitely". I'm not saying that Fallout is destined to die if Fallout 76 sees some bad press, but I am saying that the initial reception of a game creates a sentiment among gamers that can have real and lasting effects on a franchise. Andromeda was received in a similar way to Fallout 76--enjoyed by those who were playing it but critically panned for buggy gameplay and cutscenes.

Fallout 76 deserves more respect than its getting only if the next few patches do fix many of the bugs. If you're on the fence about this game, check out whether it's patched up by Christmas.




From "Fallout 76 multiplayer: How to unlock PvP and Wanted Bounties explained" at https://www.eurogamer.net/articles/2018-11-15-fallout-76-multiplayer-pvp-5076
Proving the Multiplayer "Bethesda RPG"

Fallout 76 proves the hardware and the concept of a multiplayer Bethesda RPG. A Bethesda RPG can be explored without NPCs, and this frees the player from the quest-hub-centric gameplay of previous Bethesda RPGs. A world of FO76's size hosting over a dozen concurrent players is a promising prospect for the future of Bethesda's franchises. I'd like to see a hybridized version of the FO76 multiplayer and the Skyrim/FO4 single-player. In other words, the best of both worlds could be the next big Bethesda RPG.

With Elder Scrolls VI still distant on the horizon, I'm wishing to fulfill my dream from back in 2006 to play a game like Oblivion in a co-op capacity. I'd really prefer that future iterations forego the full-on "multiplayer" of FO76 in favor of a simplified co-operative gametype. All I want is to be able to play Skyrim with a group of friends. Is it possible to have multiple players share a persistent world that works for "drop-in/drop-out co-op"? If Bethesda keeps improving the systems they've proven in FO76, the next Elder Scrolls game could benefit tremendously.




From "Fallout 76 Best Perks - All Perks Cards, Perk Charts" at https://www.usgamer.net/articles/14-11-2018-fallout-76-perks-perks-list-perk-card-packs-special-mysterious-stranger-professional-drinker-lone-wanderer-everything-we-know

The Leveling System in FO76

Leveling up in Fallout 76 rewards the player in two ways. This works well because the first system serves the player as they level up, and the second serves the player who has reached a high level.

Leveling rewards the player with a S.P.E.C.I.A.L point to spend. Maxing out one or two stats first seems to be the way most players are going in order to gain certain skills that benefit their teammates. Leveling as a well-rounded character is reasonable, too, especially if you need to be a jack-of-all trades, but you'll miss out on extra information and/or loot. This serves the player as they level up because they can choose their path for progressing.

Leveling also rewards the player with access to Perk Cards. Perk cards are available for each S.P.E.C.I.A.L stat, each costs an amount of points depending on its level, and your ability to equip them is determined by how many points you have in the associated stat. This serves the player in the late game as they can spec (and re-spec) their character to have certain advantages.

These systems are introduced slowly so the player isn't overwhelmed with choices. At times some things aren't clear, but there is time to slow down and figure out what is going on. It's not terribly complex, but it is largely customizable--and those are both good things.




From "Fallout 76 Find Responder Caches Locations Guide" at https://www.gamerevolution.com/guides/456959-fallout-76-find-responder-supply-caches-locations-guide
Progress and Regress in FO76

Unless you're trying to grab all of the fast travel points right away, the game doesn't ramp up the difficulty too quickly. Staying near the early game areas is relatively safe, and journeying further away brings more challenging enemies. Staying around low level areas gives the opportunity to gather supplies in relative safety before continuing into higher level areas where those supplies are consumed more quickly. Games that scale enemy difficulty to player level don’t offer the player the opportunity to relax in lower level zones.

Progress is also guided by the main story quest. There is virtually no sense of urgency bestowed on the player, and so pursuing this part of the game is easy to put on the back burner for hours. By exploring the world, the player finds that they are near a quest objective and can grab that bit of progress while still pursuing other ends. Unlike other Bethesda RPGs, the multiplayer aspect can impart a different set of interests for the player and the emphasis on crafting and modifying gear means hunting for resources can provide more hours of distraction. As these varied interests develop, players might very well find that the negative, pessimistic things they thought they knew aren’t really true after all. For example, I hadn’t seen any Faction quests until I stumbled across a curious dead body in a dark alleyway. Only chance led me to it, but the ensuing quest led me to the pleasant realization that Factions were alive and well in Fallout 76.

I've had several up-and-down moments while playing Fallout 76. When I started making notes for this post I noticed that they were hot and cold. As I play more Fallout 76 and adjust to its shortcomings, I'm finding that there are more things to enjoy than I first thought. Still, those shortcomings are very real....



From "Fallout 76 Map Is Called Appalachia; New Sleeping, Trading Details Revealed" at https://wccftech.com/fallout-76-map/
The Negatives in FO76

Briefly and broadly, I need to point out some of the problems in Fallout 76. The single player experience is much worse  than playing with even one friend. The game is best experienced with a team, and that's a problem in a busy world. 

Leveling is more important than progressing, and progress gets locked away by level requirements more than any other game. In Skyrim, if you find a nice item you can have it. In Fallout 76, the coolest things you find have to be carried around until you can level up to their requirements. Currently, the game penalizes players for trying to hold onto items they aren't actively using (reportedly for technical reasons), so this is frustrating.

The world lacks the details of a full Bethesda RPG. It still shows touches, but there are more areas that feel empty and passionless. The size of the world in Fallout 76 was too much for the amount of development the game received. Bethesda can always fill a bigger and bigger world in their spectacular way, but that job grows exponentially with the world and Fallout 76 doesn't get there. The size of the world isn't a point that makes any impact on my interest in the game, and I think the only reason it still gets talked about is a competitive sense of one-upmanship driven by critics.

The PvP elements are haphazard and unsatisfying. They feel like they were an afterthought but there should have been a clear system in place from the beginning. I'd much rather not have these elements at all. They are neutered to avoid griefing, but there is so little point to having them at all that griefing is all they are good for. The game is meant to be played with a team of friends, and there isn't any place for a competitive element in a co-operative experience. Again, this is a feature that makes no impact on my interest in a Bethesda RPG, and Fallout 76 doesn't accomplish making this feature feel worthwhile.




From "Fallout 76 server crashes under triple nuke strike" at https://www.techspot.com/news/77496-fallout-76-server-crashes-under-triple-nuke-strike.html
              
Conclusion on FO76

Fallout 76 is a game that players will warm up to if they spend time with it and if they have the opportunity to play and make progress with friends. There are a few easy takeaways that I can share from my experience:

  • Don't jump in yet, especially if you think you'll be playing solo. Wait until Christmas time and check in on this game again.
  • Don't listen to the critics right now. By all means ask for someone's thoughts if they've played it, but withhold judgment on the game for a few weeks. Complainers are making a lot of noise because they are getting attention for it. That'll die down, and the game isn't what they're making it out to be.
  • If you've got someone who wants to play the game with you, that's the best time to jump in. Whether that's now or later, the best version of Fallout 76 is the version you experience with friends. Don't expect the game to connect you with players that you want to play with.
In my opinion, Fallout 76 is the worst Bethesda RPG you could play right now. That being said, it's still a Bethesda RPG and if that's a style of game you enjoy, Fallout 76 is worth playing if you have a friend to play it with.

Happy Thanksgiving!

Sunday, November 11, 2018

The "Bethesda RPG"

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"Bethesda RPG" is a term which describes Fallout 4, Fallout: New Vegas,  Fallout 3, The Elder Scrolls V: Skyrim, The Elder Scrolls IV: Oblivion, and The Elder Scrolls III: Morrowind.

The term conglomerates the work of Bethesda Softworks on these particular games. Though Bethesda makes many other games, these are grouped together by their high degree of similarity. The term is useful when talking about RPGs or when looking for games to play. I'll focus on the three most important aspects that make up every Bethesda RPG: transcendent soundtracks, expansive worlds, and player-driven narratives.

I'd like to talk more about Bethesda games and sandbox RPGs in the future, so this post gives me a basis for those discussions.

1. The Transcendent Soundtracks

The sound design in Bethesda RPGs is second to none. Particularly outstanding is the music composed by Jeremy Soule for the Elder Scrolls franchise. Along with those exemplary entries, the soundtracks in all Bethesda RPGs are a mark of their quality. The attention to this detail demonstrates passion for their art and an understanding that success in the genre relies on a players immersion within their fantasy. The Bethesda RPG is able to connect emotionally with the player because the sound design transcends the medium.

Consistently, music from Bethesda RPGs makes its way from the game to other parts of life. The soundtracks offer such a strong emotional connection that they bleed their influence into the quiet and reflective hours outside of the game. The music has its place among the most iconic of movie soundtracks as it engages the listener's senses of wonder, wanderlust, and nostalgia.

If Elder Scrolls games can offer you nothing else, at least take their music with you.



The Fallout franchise offers solid original soundtracks, but the real treats come across the Wasteland through your Pip-Boy over the radio waves. Fallout games have repeatedly found golden oldies and forgotten hits that create the games' sensational aural repertoires.These weren't written for the Fallout franchise, but in another sense they absolutely were.

This playlist is far from comprehensive, but it includes a few of my favorites from throughout the franchise:



2. The Expansive Worlds

Taking place in huge sandbox-style worlds,  Bethesda RPGs are open to exploration and encourage non-linear progression. The player is allowed the agency to decide where they want to go and what they want to do. This has long been a selling point for these RPGs, as so many others offer more linear experiences.

http://awesomebryner.com/wp-content/uploads/latest-cb-20150911030824-elder-scrolls-world-map.jpg

It's a two-edged sword: it gives the player unrivaled freedom for exploration and creates insurmountable design problems. Bethesda RPGs try to maximize the positives and minimize the negatives, but the issue is intrinsic to the design. Neither the impertinent, lackadaisical wanderer nor the pedantic, focused uber-gamer are left completely satisfied. For the significant swathe of consumers between those types, there's a lot to enjoy. Considering what Bethesda RPGs accomplish, there aren't other games to prove this can be done better.

https://gearnuke.b-cdn.net/wp-content/uploads/2016/03/fallout-4-automatron-map-location.jpg

Even with flaws, the expansive worlds in Bethesda RPGs are in a class of their own.


3. The Player-Driven Narratives

The story changes in each Bethesda RPG, but they follow "the hero's journey". This core component of the story makes them comparable to many similar RPGs. There's still more to a"Bethesda RPG" game in terms of it's storytelling, but this trait is essential to making useful comparisons.


The story aspect of a "Bethesda RPG" can still be defined more closely than a single narratological term. "Bethesda RPGs" tell stories that expand the world in which they take place I'll call them "ambient stories", and they are one of my favorite aspects. . The environments themselves have stories to tell and these are some of the most artful and subtle touches I've ever experienced in games. For example, a player might find a rotten note on a desk--does it's message lead the player to treasure or ambush? It's up to the player whether they find out, but in a Bethesda RPG you can expect that there is something to find. None of this is followed as a "quest" and there's no game progress tied to whether or not you care to find out--it's just a small part of the world's story.

A "Bethesda RPG" can touch on your sense of imagination because it shows you in many ways that the game designers  care enough (and are clever enough) to understand the player experience in the moment. A "Bethesda RPG" proves to you that it can surprise you, and from there you begin to seek out those surprises. A hidden path leads to treasure, a trash can holds a letter of unrequited love--these are the ambient stories that the player might only find upon replaying the game multiple times. These special kinds of stories engage the "Bethesda RPG's" narrative with it's world in a way that many other games lack.


The player is also connected to the world by Karma systems that exist in each Bethesda RPG. This assigns meaning to the player's actions. The amount of fame or infamy you possess will determine how non-player characters interact with you and can make certain parts of the game more or less accessible. While Karma plays a role in every Bethesda RPG, Bethesda chooses to inoculate it in favor of keeping player choice less restrictive to the player experience.

Factions, on the other hand, are an aspect which the Bethesda RPG handles much better. Faction quests are independent from the main storyline, allowing the player to make progress in a variety of ways. Following a faction's questline can provide hours of game content without touching the core story of the game and allows for a variety of experiences between individual players and playthroughs.

The combination of these elements (the core story, the ambient stories, Karma, and Factions) is interpreted through the lens of the role-playing player. The games are renowned for their varied experiences, and serving this point is the character creation and development process. Beginning with an in-depth character creator, the player's play style guides their character's development. These processes vary between the individual entries in the series of Bethesda RPGs, but certain types of characters tend to recur.

posted on Reddit by u/lallapalalable https://i.imgur.com/6vXDTsz.png

Conclusively, the Bethesda RPG is a player-driven, sandbox-style role-playing game with an immersion-enhancing atmosphere. Many similar games exist, but those similarities always come with stark differences. The Bethesda RPG isn't the type of game most developers could make due to how expensive they are to develop. It is the type of game that appeals to a relatively wide audience in it's genre and the type of game that engenders proliferous story-telling across a variety of mediums. They happen to be some of my favorite games that I've ever played and I always look forward to new entries in their respective franchises.


The Future of the Bethesda RPG

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Looking forward, there are two important new entries coming to the series of Bethesda RPGs: Fallout 76 and The Elder Scrolls VI. The latter was announced just a few months ago and a discussion of it only brings on speculation.. The former, Fallout 76, is presently between a short beta testing phase and it's scheduled release on November 14th. I've had the privilege to play in that beta test and what I've experienced deserves it's own post, but let me briefly discuss this game as it relates to the Bethesda RPG.

World: Fallout 76 does a few interesting things in terms of its immersive world. In fact, this is probably the area where you can see the most fresh ideas coming up. The game revamps the "quest hub" issue by removing NPC quest-givers. In fact, the game is devoid of friendly NPC's altogether except for a few robot vendors. As players are asked to fill those vacancies as vendors and villagers, the bugs, glitches, and exploits inherent to the design of Bethesda RPGs are greater issues. There is greater competition for space and resources than in any other iteration and that makes cheating more of a hindrance to every player's experience. As the world grows and continues to develop, these new ideas will prove to be either clever or clumsy. I remember having a dream of a game much like this one in the Elder Scrolls universe when I played Oblivion. The Elder Scrolls universe would introduce another set of unique challenges for a game like Fallout 76, but it is true that I want to see Fallout 76 prove the verity of this concept.

Music:What I've heard in the beta so far is a lot of repeats. It seems that the music from Fallout 4 is being re-used in Fallout 76. The original soundtrack is good, but the original soundtracks in Fallout games have never been their greatest feature (unlike Elder Scrolls games). While the music isn't bad or wrong, I find myself hopeful that there will be more that I haven't heard on the radio when the game officially releases. If the soundtrack's only addition is "Country Roads Take Me Home", I'll be sorely disappointed. For now, I'll wait to know more.

Narrative: If the narrative of other Bethesda RPGs is player-driven, the narrative in Fallout 76 is player-centric. New quests  are found as the player explores Appalachia, but these seem to follow in the vein of the radiant quest system from Fallout 4 in that they aren't necessary or important to the story. I hope that the joy of exploration will not wear off in Fallout 76 as the stream of new quests relies on it. For the moment, I don't hold that opinion because I haven't had that experience. Some early criticism of the game has focused on this point and I concur that there is a certain listlessness in the quest progression which comes from feeling like "oh, this is a fetch quest" or "oh, this is an escort quest". The questlines should draw in your interest, but there isn't much to offer in the way of Factions in a world without NPCs and Karma isn't much of a system at all except by way of bounties placed on players who steal or murder (which you can totally do by accident, by the way). It's a world lacking the feeling of progress and the substitute is leveling to unlock Perks and stronger equipment. Fallout 76's greatest shortcomings will likely be in this area. The game might be taking too much influence from MMORPG style games and losing its connection to the role-playing roots of the franchise. I discussed above why it's important for the story to be tied to how the game world interacts with the player, and in an endless-endgame MMO-style RPG this just can't exist. It remains to be seen, but as of yet I have not been feeling like I'm only grinding to farm and farming to grind.

In summation, the world is a fresh idea, the soundtrack is a repeat, and the story is shallow. This sounds like the game is 1 for 3, but my experience in the beta was wholly positive despite these shortcomings. I'm concerned that this is a game many will miss because of the state of the game maraket right now and how easy it is to nitpick this game to death. I'm looking forward to an extended and even-handed review of this game following it's release.

Friday, January 29, 2016

Editorial: Lenovo? Game State?

This is an opinion piece based on what I found here: Lenovo Game State


Image Source: http://www.computechtechnologyservices.com/blog/latest-blog-posts/lenovo-game-state-is-an-experiment-in-crowdsourced-game-development-and-you-can-help-design-it/

I've only just heard about Lenovo Game State. As I explore their website the first thing that strikes me is that behind the red and black veneer there are a curious many ways to find yourself looking at a store page (and not a store page for the "game" in question) or a commercial. Purportedly, a development team called Dark Rift will be designing a game based on "upvoted" art and content. This is insipid. Have these people never been to the Internet--the whole Internet? When did "we can't do this on our own" become an acceptable answer from the company making the game? It won't be the "influencers" who see the profit from the game, so why should they be necessary for development? They invite the influence of whom, exactly? Anyone that can sign up? That doesn't make for any sort of "community" whether it be of artists or otherwise.

Oh, and, hang on. When did Lenovo stop making printers and junk like that? I'm meant to believe they're a company that gives a crap about gaming because they think customers will buy their newest line of basic, garrish accessories? Sure. Of course. When do the "Lenovo Gaming" t-shirts come out, too? They'll be trying to sell velvet basketballs next. Gaming gear isn't a community pool, you can't just hop in because you sell an entry-level gaming rig. There are companies entirely devoted to gaming products like Razer, who, for all of their faults, make an effort to support and nurture gaming communities as well as the industry at large. It's rude to stick a hand in just for a cash-grab from the gaming demographic, but it's downright despicable to also task them with designing a game that you to sell back to them (especially without sharing any of the profit).

All that aside, I am interested in the idea as a social experiment. There are basic game mechanics in place; the game will be a MOBA-style game similar to what is already popular in that style. The users first submissions come as part of completing the three "missions" comprising a walkthrough of their website and thus there are plenty of submissions to fill the endless stream of tiles that comprises the bulk of Lenovo Game State's website.

But a single, flashy website doesn't leave me believing in Lenovo's gaming spirit. No hype man, and certainly no mini-team of creatives, is going to convince me that the company wants to be doing any of this at all, but rather deigns to it for the sake of an easy dollar. Moreover, there is no guarantee that this experiment won't completely fail. Currently, user "LukeGarvey" holds the top spot for submissions, and it is not undeserved. His illustrations look like they belong in a game developer's art book.  However, the rest of the users on the so-called "leaderboard" are hardly inspiring. 

As of now, their focus should be on marketing because the project is doomed without more attention.

Monday, July 27, 2015

Rocket League! Rocket-Powered Battle-Cars!

http://www.rocketleaguecentral.com/wp-content/uploads/2015/07/rocket-league.png
Earlier this month a game called Rocket League was released by Psyonix. The team from San Diego has been showering in praise ever since (which is probably a nice change for the thirsty Californians). Rocket League is one of those games that you know should be a thing as soon as you realize it isn't already.

This was the first thing I thought of when I saw the game, and it sums up what my expectations were as I started to play:



While I (thankfully) didn't quite find Rocket League synonymous with Car Rugby, I do think the ideas share the same cheeky, boyish appeal with an underlying love for Motorsport.

My review of the game comes in the form of a three-part video:








Wednesday, June 3, 2015

Fallout 4 Announced!



The long wait is over for some Fallout 4 news as an official trailer was released today. After teasing an announcement yesterday and amidst much speculation that news on the franchise would be coming along with this year's E3 Conference, the new trailer is a pleasing mix of old and new.

The trailer begins by establishing this juxtaposition, pulling back from a television screen to show a ruined home decaying in the harsh sunshine of Post-Apocalyptia while flashing back to the time before the bombs went off. The trailer's first actor, a german shepard dog, is juxtaposed with a  support robot which looks like a "Mister Handy" series robot. In this instance, the dog represents the "new" while the robot represents the "old", which serves the ironical portrayal of "past versus present" always so apparent (and so apparently well loved) in the Fallout series.

The Ink Spots are again serenading the series with "It's All Over But The Crying", which plays throughout the trailer. Having already contributed "I Don't Want to Set the World on Fire" to Fallout 3, this is another beautiful serenade which captures the serenity of the Wasteland. Moreover, drawing Fallout 4 closer to Fallout 3 helps to make the series feel connected beyond merely visual aesthetics. In the past (and, so far, looking forward) the team at Bethesda has done an absolutely outstanding job of putting together a soundtrack that is at once contemporary with their theme as well as incredibly entertaining. I've played Fallout just for to the radio before, and now I'm hopeful that I may again.

As the trailer continues, the flashbacks start to include more than the familiar robots of the past. People appear, as families with children and as civilians rushing to the vaults, while an anonymous radio announcer from the time that the bombs went off mourns the ending of the world as he knows it. This is all a pretty depressing juxtaposition between the dead Wasteland and the living Republic of yesterday. Yet while the bigger issues tell a sad tale, the glimpse of Pre-Apocalyptia is enticing. It's easy enough to imagine Fallout's world is based on the idea of the Cold War getting hot and leave it at that, but the lore and history which the fastidious gamer encounters tells another story. The world of Fallout is actually far less like our own than one assumes. I hope that Fallout 4 will find a way to let the players explore this history.

The folks at Bethesda, and indeed the loyal gamers who play their games, may be tired of the oft quoted "War, war never changes" that accompanies every game in the franchise, but even that (cleverly) only serves to illustrate the truth of the quote. While I do hope for a fair bit of change in the next game, it's nice to see that some things will stay the same.

The player, it appears, will be from Vault 111 and the german shepard from the beginning of the trailer will be his companion. A set of Power Armor is also present and seems to belong to the Vault dweller. While I do not feel opposed to exploring the Wasteland as someone else, the reiteration of certain elements helps draw the series closer together. It's the opposite of what we're experiencing in the Assassin's Creed franchise and while that enables Ubisoft to explore a wider array of narratives and settings, Bethesda has never made me feel limited for places to explore or ways to handle enemies (although, I wouldn't say no to helming a pirate ship--or maybe a pirate airship!?)

All in all, the trailer doesn't provide much more than some pretty visuals and a definitive theme, nostalgia. The narrative and exact setting remain unclear but the developers focus on delivering the uniquely "Fallout" experience is not. I'm looking forward to this reiteration of the series and I can't wait to hear more details!


Monday, January 19, 2015

Civilization: Beyond Earth

Civilization: Beyond Earth


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Civilization: Beyond Earth is the newest installment in the growing Sid Meier's Civilization franchise. This new game changes from the historical fiction inspired gameplay of its predecessors to a futuristic, science-fiction inspired game. As a franchise well-beloved in spite of consistent reiteration, this was a risky switch of genre for Firaxis Games and, while I appreciate the developers trying something new, Civilization: Beyond Earth ultimately leaves something to be desired.

My own experience with the Civilization franchise began many years ago with Civilization III. While not the first in the series of games, the first five iterations all kept to a single premise--reimagining world history. It was this aspect which drew me to take my first turn far more than the turn-based strategy style or the thrill of planning to crush my foes over LAN. I spent the most time with Civilization IV and still some 150 hours with Civilization V, which I liked less in general for its changes to the gameplay and specifically for the way diplomacy worked. My quibbles over Civilization V aside, Civilization: Beyond Earth has done something that no other Civ game has ever done--moved from history and to prophecy.

This past weekend, Civilization:Beyond Earth was available to Steam users for a "free weekend". Previously, I had played the demo of the game also available through the service, but had not felt enticed to purchase the game. Now, having completed an "epic" length game, I'm satisfied with that decision and would like to share my thoughts on why.

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Gameplay:
The very first thing that struck me as I started up Beyond Earth (after getting past some curiously long loading times) was how similar it seemed to be to Civ5. In terms of appearance, user interface, and options much of the game felt familiar.

As I took to exploring the map I found that there were far more impediments than before. Mountain ranges stretched further and canyons scarred long stretches of terrain which I could never cross. Beyond simply limiting movement, these impediments also served to diminish the effectiveness of ranged units. I see this change as a positive one on the aggregate. It asks the player to balance his military units differently, invites new strategies to approaching points of interest, and most of all gives the map a bit of character.

Choosing how to advance my civilization meant choosing between three "affinities", calculating how I wanted to mete out my civilizations "virtues", and developing technology along new, more complex lines. Affinities decide what ideologies your civilization takes on as it advances deeper into the future. The choice between harmony, purity, and supremacy on a new planet is a matter of philosophy, but none restrict your playstyle. For example, in my playthrough I chose to pursue harmony in order to reach transcendence and commune with the intelligence of our new planet, yet in order to do so I killed most of the indigenous life and repelled the miasmic gas covering much of its surface.

Virtues can be likened to Social Policies from Civ5 with the only new mechanic being bonuses for pursuing a single branch or a single level (i.e. taking the starting virtues in each branch). In my game, I made every effort to expand my civ while making its health (like "happiness" in Civ5) my priority. The addition of new cities far outweighed the effect that buildings and virtues could have in increasing my overall health and I was left struggling to get a positive score for most of the game. While it was frustrating to experience, this left me feeling like the designers had paid some mind to balancing the new game against landgrabbing and in favor of civ development.

The technology trees were refreshing, however, as there was no longer a single path to a given tech but rather a web of paths. There is a steep downside, however, because most of the new technologies would have fallen under the category of "future tech" in previous iterations, the tech web becomes a mire of neologisms that isn't intriguing when considered from the historian's perspective. While this isn't purely a bad thing, it diminishes a part of the game which I, for one, deeply enjoyed. All in all, the depth provided by choices of affinity, virtue, and tech leaves the player with many ways of experiencing a single style of play; whether you like to play a diplomat, a warmonger, or a cultural phenom, you can do so in a variety of ways.


While the new virtue system led me to believe that city management would be emphasized, in actual fact it didn't seem all that important. Rather, the biggest new mechanic was the management of trade routes to and from individual cities. It was no longer a matter of a road connecting two civs, but instead of a worker-type unit carrying resources between individual cities both domestic and foreign. Due in part to my inexperience with the new game, building city improvements was largely a "build it and see" experience. I knew that I wanted buildings which increased my civ's health, but the difference between building an aqueduct and a cytonursery is a matter of fact versus fiction. This was one of many instances where the lack of concrete imagery and history diminished the experience I have come to enjoy and expect from a Civ game.

Overall, the gameplay in the new Civilization leaves me wanting something more. Turn processing takes too long, especially later in the game, and the game itself hasn't done much to invite new playstyles or refresh old ones. While things look a bit different at the end I'm left feeling like I haven't played a new game. All in all the changes and improvements don't amount to much more than I could have seen coming from  robust DLC or an expansion.


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Visual Effects/Art Style:
Even more than Civilization: Beyond Earth's gameplay reminded me of Civ5, the graphics felt exactly the same. I'm sure that side-by-side I could see some improvements, but there was nothing new in this game that made an impression graphically. With an entirely new planet to play with, that's a big disappointment. It's not that things aren't different, it's that they're the same. New units and new buildings have different skins, but operate and behave the same way. Combat looks a little smoother, but not in any ways that stand out. The maps themselves look and feel more dense than before, but the entire palette relies too heavily on green and blue leaving too little contrast and vibrancy for an exciting, alien world. This is even more true if the player chooses to follow the "harmony" affinity as I did, which makes units and some buildings take on this same overused color palette.


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Sound Effects/Music:
With the singular exception of the occasional audio clipping during loads, the soundtrack in Civilization: Beyond Earth is terrific. As I played, the music brought me to reminisce on Mass Effect, Halo, and even Jurassic Park. It created a wonderful ambience such that at times I preferred to listen rather than play the game.

Yet that's not the whole story. While the soundtrack is great, it often felt disconnected from what was going on in game. It was immutable whether I expanded, developed, or waged war. In times of peaceful trade and bloody warfare it didn't meld itself into the background of the experience and instead just hummed along over the top of everything. So, while I would absolutely recommend listening to the soundtrack on its own, there is no greater level of appreciation to be had from taking it in alongside the game.




The soundtrack is quite possibly the best part of the new game.

Story and Narrative:
In a game traditionally defined by the player's choices, story and narrative can vary wildly or not at all from game to game. In my games I often find myself considered a "warmonger" by the other civilizations by the time the game is ended, and I've come to embrace that. It's the way I choose to play the game and in Civilization: Beyond Earth I am given a variety of ways I can go about playing in that way. The variety of possibilities in the game is something to be applauded. It's not as simple as "this player plays like this and that player plays like that" because there are many ways of going about things and many ways of coming to the same conclusions. Pursuing different tech or different affinities can make the same essential story feel different.

Now while this is satisfying in theory, what is lacked is a significance to it all. Whether one wins by diplomacy or warfare, the story that one has told still has no characters and no setting. The alien planet and the post-earth civilizations have no historical basis. While I appreciate a good piece of science fiction at least as much as the next guy, there was an important aspect of the old Civilization games which came from seeing history interact in new ways. It was a sort of enlightenment to see how the course of a civilization might be shaped by its leaders and ideologies and Civilization: Beyond Earth seems to assume that fans of the franchise were ready to move beyond that rather than deeper into it.

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Entertainment Value:
So far I've spent about six hours with Civilization: Beyond Earth and I have invested $0 in it. Given what I have experienced I am satisfied to leave it at that.

While Civilization V changed gameplay elements and upset the way the game had been played for years, it was still the same experience at its core and that was the experience I was paying for when I bought a Civilization game. Civ5 wasn't my favorite iteration, but it was a true successor. Civilization: Beyond Earth feels like an entirely different game borrowing Civilization's gameplay (and, to a point, it's graphics as well). It's the odd cousin, the ugly duckling, the sore thumb, in a well beloved and long-running franchise. While it opens up the game to some very exciting ideas through the Steam Workshop and modding communities, the game alone is not worth the investment of time and money.

I hope that in a few months there will be another free weekend and that modders will have infringed on copyrights from games like Halo and Mass Effect, but I just don't have any desire to own the game by itself.


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Conclusion:
When I reached the end of my playthrough (about 150 turns later than expected) I was welcomed with a single pop-up congratulating me. Feeling like I had accomplished all that I desired to in the current game (again, about 150 turns before the actual end...), I chose to exit the game expecting a few pages of statistics and time-lapses. When I saw that I was in fact just being returned to the main menu I was disappointed and a little mad. It wasn't a big deal in previous games. It wasn't like I spent hours mulling over where and when I could have and should have expanded or attacked, it was just something nice to see--a reminder of where I had come from and where I had ended up. The end of a game in Civilization: Beyond Earth is like a song which has already gone on for too long missing the last beat. It's a sour way to wrap things up and doesn't appreciate the time and energy the player has spent playing the game.

More than anything the game is missing "final touches" that would make it look and feel polished. The units behave the same as they always have, the cities are just as static as they have always been, and the environment doesn't feel alien with the single exception of miasmic gas hanging over some tiles. If they really wanted to sell players on their new environment and mode, then more attention should have been paid to entertaining and delighting them rather than giving them what they were already accustomed to seeing. Civ5 took some major steps away from its predecessor in terms of gameplay and maybe Firaxis didn't want that kind of heat from its fans again, but Civilization: Beyond Earth already upsets so much of what was done in previous iterations that leaving much of anything the same doesn't serve the interested players.

Personally, I hope that the franchise returns to the historical fiction inspired gameplay of its roots, perhaps taking some of this newest game's improvements along the way. As of today, however, a new announcement has been made for the franchise:




Sid Meier's Starships looks like an "all-in" from the franchise on its new mode. While not explicitly a turn-based strategy game, Starships looks like an announcement which prophesies the direction that the franchise plans to take. This leads them away from the fans who have supported them in the past and into a new genre already mired with half-finished kickstarters and well-beloved indie titles. It's not that leaving your fans behind to do something new is a travesty on any level, it's just that it's a big investment to make into a genre which already has it's darlings.

Friday, September 19, 2014

Destiny: Does It Deliver?


Developed by Bungie and published by Activision, Destiny is the newest FPS making headlines. Touted as "an online, persistent world, first-person shooter", the game was released earlier this month on current- and last-gen consoles. As the "next big thing" from Bungie since they started the Halo franchise, Destiny has endured a lot of hype over the last few months.

Having gotten my hands on the game first during the final beta test and now after the official launch, the game can be summed up as  Borderlands in a Halo-esque universe. Unlike Borderlands, the laughs are few and the tone is serious. Unlike Halo, loot grinding and exploration are core gameplay components.


What do they mean by "The ultimate adventure that unfolds over the next 10 years"? 
Let's hope they mean that the game will get better...
Gameplay: Destiny's gameplay is perhaps the greatest disappoint of the game if only because it was the biggest victim of the hype. The simplest way to describe Destiny is "Halo with loot". While that isn't an insult, it doesn't describe the sort of game that will define a console (much less a generation of gaming).

Destiny is not "the ultimate adventure" in many ways. Classes are limited to just three, and the difference between them amounts to a choice of super power. While the action is frenetic and fun, the levels and missions that the player is given are contrived and linear . While performing "impossible" tasks time and again, I actually suffered more deaths from falling off of cliffs than from actual gunfire.

Advancing and upgrading throughout the game is simply a matter of grinding experience points, which leaves a lot to be desired in the way of RPG elements. I figured that once Call of Duty eventually figured out that I should be able to allocate my progress where I want it to be the rest of the gaming world would be smart enough to follow suit, but Destiny is hardly so customizable. Traits are earned in a specific order and only after achieving certain levels. Not only does this vastly underserve lower level players who try to compete with higher level players in the PvP modes, it takes away the pleasure of connecting with your particular character if every Titan, every Hunter, and every Warlock level in exactly the same way. At the higher levels, when choices have been unlocked, there is a degree of choice in how you want to play, but tucking this away at higher levels is just unnecessary. Bungie said that 20 hours into Destiny you'll feel like you're playing a new game, and that's somewhat true, but the cost is keeping good parts out of the beginning of the game.

Loot is a major aspect of the game as well, but this, too, has its flaws. Finding chests and getting good drops are infrequent enough that when they do happen you get excited, but like any lottery you lose more often than you win. Most of what you find is more or less just a chance at getting a good item, and most of the time you come away a little disappointed. Unlike Borderlands, where loot was nearly constant if not always beneficial, Destiny gives you half the loot and a slim chance at any real reward.

Ultimately, Destiny is a mix of good and bad. Enemies don't overwhelm you and yet they still challenge you at points, which is good. The "sticky" targeting controls are friendly, but take away from the competitiveness some look for in an FPS. Maps and modes are well matched in PvP matches, but the player's levels make for such a disparity in ability that lower level characters just aren't welcome. Pick-up missions keep the leveling goal-oriented when the main story does not, but fail to impress the player and are solely used for grinding reputation points, money, and experience. In the end, Destiny's gameplay amounts to endless repetition and, as Nerdist says, it feels "spiritless".

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Visual Effects / Art Style: Visually, Destiny is immediately reminiscent of Borderlands and I felt the influence of Bungie's last few Halo games as well. So, simply put, nothing you wouldn't expect artistically. While there isn't anything wrong with doing what works, there are a number of vistas in the game which are quite striking, but then turning back to face your mission becomes a bit of a bummer.

For the first ten levels or so there is little to differentiate new enemies from old enemies, and that underwhelming feeling bleeds into the later levels when the biggest difference is whether the critical point is the head or the belly. Every enemy race has fodder, bigger fodder, shieldies, and heavies all of which move, hide, fight and die alike. Moreover, set piece environments and retraversing old ground serve to shrink the environments and bring the player to boredom more quickly than they should. Seeing the same cave three times turns what should be a planet into a sandbox--and an unimaginative one at that. While this lightens the load for level designers on the production side, it costs the game its potential to immerse every player deeper into the game's universe.

And as long as I'm on the subject of aesthetics, my experience with piecing armor together has been far from satisfying. When granted to good fortune to upgrade a piece of armor, more often than not that upgrade is a different color or style from my various other pieces of armor. As a result, the players armor is seldom uniform and (at least in my case) the character ends up as mismatched as a birthday clown from Craigslist. With color being the primary aesthetic difference between pieces and dye items unavailable until later on, there is little in the way of satisfaction throughout the first fifteen to twenty hours of Destiny.



Sound Effects / Music: Happily, the sounds in Destiny are a brighter spot. Through some levels, ambient environment sounds feels out of place and become repetitive after just a short time, yet these tend not to be obtrusive or detrimental in any significant way. This can be said of the gunfire or the reloading sound effects as well, but less so as both of those come with the distraction of action. And, in any case, the upsides here outweigh the downsides.

The game's music is great. It's evocative and effective, though certainly not ground-breaking. The game's soundtrack is recognizable on the whole, and even though I would be hard-pressed to match certain music with certain game sequences, it does carry a uniqueness that allows the music to be identified immediately with the game. There are flashes of Halo's influence here as well, with chanting and bass drums, but they are too much mixed together for my taste. Gregorian chant has an eerie sense of isolation that was so fitting for playing as the Master Chief in Halo that I could see it fitting my Guardian as well (after all, the characters are virtually identical, but more on that later). As it is, the chanting comes with too much accompaniment and the accompaniment with too much chanting, but, all in all, I was very pleased with this aspect of the game.

The glaring issue with the games sounds is the complete absences of voices. There is no voice chat. Not in PvP. Not in the quest hub. Not in proximity to other players. Nothing. It's utterly, rampantly, infuriatingly, foolish. I don't care if they are pre-teens spouting inflammatory gibberish, at least they would make the world feel alive. As it is, the only way to communicate with other players is to do so through Xbox Live's party chat, and it's just unacceptable. This alone prevents Destiny from being a place to make friends. It restricts it to a game for you and the friends you already have, which is a major problem as it is also a game that is only worth sticking to if you have friends around you.

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Story and Narrative: If you check out other reviews, they probably describe the story as "shit" or simply "not good". Let me try to do a better job of explaining the nature of the problems.

The story lacks substance in the same way that Halo once did, and that's a reason to be hopeful. At the moment, however, the game lacks a strong main character. In part, this is a hazard of the various options given to the player at the start, but on the other hand this is exactly the sort of issue that game designers should be solving. Mass Effect, for example, balanced providing the player choices while still telling a character driven story, so Destiny comes in well under that bar. Most characters are never even given real names. Everyone is known simply by a cryptic title: Guardian, Speaker, Stranger, Gunsmith, Cryptarch, etc. This leaves you feeling disengaged from a personal connection with anyone and makes everyone feel distant. Something as simple as a name is a first step toward knowing a character, but when even that is kept away the player is never invited to care for the characters in the game. Couple this with repetitive appeasement of seemingly menial tasks assigned by your "Ghost" (think, Na'Vi from Ocarina of Time) and there just isn't a story that engages you and draws you into the world.

This lack of story building elements extends into the PvP element. With no reward for a Guardian that performs well relative to one who does not, there is no sense of accomplishment. With only a thin explanation as to why these exercises are even being conducted, the PvP matches feel disconnected from the rest of the world. While this is advantageous as a way of stepping back from the story missions, it means that half of the game contributes nothing to the overall story.

Bungie promised an MMO-length game, but the gameplay and story don't comprise something worth that amount of commitment. The background narrative is passe, Light versus Dark, and the actions of the player are soon erased by short respawn timers. All in all, what story is made available is not made exigent, and so most gamers are left wondering why they should bother to listen to the story at all when they can just follow their objective indicator and clear the waves until they level up.

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Entertainment Value: For a AAA title, Destiny falls short of providing the player with the experience that it should. The best chance that the game has for being worth its cost is the promise of future support, and since that means waiting for the game to get good you might as well wait for the game to get cheaper. There is just too much missing at this point, most importantly the lack of social mechanics. If you've got a few friends who want to play with you then the game is well worth the cost, but as a single player the story isn't strong enough and the game does nothing to help you make friends.

The PvP is the stronger part of the game overall, but what you'll encounter there is mostly the standard fair that you could get anywhere else. King of the Hill, Deathmatch, and Free-For-All are studded with the occasional, "special" Capture gametype, but there's nothing "special" about any of them. While PvP makes a distinct and refreshing break from the single player mode, the disconnection between them will leave some players only really wanting half of the game. Matchmaking does a poor job of matching players with similar levels, gear, or attitudes, leaving every match dominated by those who have unlocked more high-level skills.

But far and away the greatest detriment to entertainment in Destiny is the loading times.They are incessant, interminable, and before very long you know you will be loading again. Mass Effect gave you snippets of conversation, Skyrim let you fiddle with game objects, but Destiny makes you watch the same lame videos over and over again. There was little to no thought put into this aspect of the game, which comes as a huge disappointment considering how much time is spent with them.  One can only hope that current-gen consoles have an easier time of it, but in any case it is a seemingly minor issue that makes the game a whole lot less fun to play and should be addressed sooner than later.

Conclusion: Destiny is not a game to play for a single player experience. It is a relatively long grind up to the top tiers of level and gear, and only from there can the PvP experience can be a satisfying one. Destiny is a game to play with your friends, and not a game to play to make friends. It is a game to enjoy for the thrill of the gameplay, and not a game to play for a compelling story. What the future holds for the game as DLC is rolled out I cannot say, but there are some glaring issues which Bungie and Activision would do well to repair before they try selling more of the same thing.

I've been very critical throughout this review, but in the end I still enjoy playing the game because it's the sort of game I like to play. Let me put this very simply: Destiny is Halo with loot. If you read that as criticism, this isn't a game for you to play. If you read that as interesting, though, and you think loot is just what Halo has been lacking all these years, Destiny is absolutely worth playing (just bring along a friend or two).
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