Monthly Archives: February 2010

Dogs are better than human beings because they know but do not tell.

There’s something about Mass Effect 2 not having an obvious key bind for screenshots that is nagging at me. Silly, I know, but it does. It’s like a small dog, yip yip yipping away in the back yard of my mind, bouncing up and down at the fence of my reason and trying to get my attention. The problem is that it sets off all the other dogs of deliberation in my mind. Now I have cause to think about the fact that Bioware have streamlined the inventory system to almost non-existence, something which veers very much towards the console end of the Console – Normal – Fiddly – Needs A PC With Seven Input Peripherals end of the HCI spectrum; that’s a big shaggy dog, hoof hoof hoofing while standing on its hind legs with two huge paws pulling at the fence of reason. Then there’s the general lack of micromanagement required of your team members when in combat: simply point and assign one key or, more importantly, one scarce button resource, for each of the two companions; a scrawny mutt, howling and trying to dig its way under the fence. There’s also the combat, which flatters the fast action of Gears of War with its imitation whilst paying only token respect to the tactical deliberations of Knights of the Old Republic; a sleek dog that spends its time running in ever faster circles around the fence line, barking all the while.

This canine cacophony is driving me to distraction, and so I have to feed the dogs of deliberation, in order to silence them, if only for a little while. So excuse me while I publicly deliver them their food for thought: Bioware are going to bring Star Wars: The Old Republic to the consoles. I know. I know. There’s no evidence for it, and what little evidence there is points against the fact – for example, HeroEngine offers no support for anything other than the Windows platform, as far as we know – and yet the thought persists. Blizzard have always supported the Mac platform with their games wherever they could, and World of Warcraft was faithfully released for that platform, and a fine implementation it was too. Bioware are consistently getting their RPGs onto the console platform with considerable success; wouldn’t it make sense for them to release their biggest undertaking yet on those platforms too, and thus reap the benefits of a wider audience?

Bioware could take MMO popularity to even greater heights, as Blizzard did before them, if they can deliver a top tier MMO to both the PC and the console market.

Ah, peace: the dogs of deliberation are muzzled once more.

Until the next foolish notion lets them out.

The demand for equal rights in every vocation of life is just and fair.

Dateline Internet, February 2010. Hot on the heels of the announcement that they’ll be opening the auction house in World of Warcraft to people from outside the game, Blizzard have been quick to respond to the inevitable and probably fictional forum outrage that has erupted.

Ground zero for the fat-tongued whininess appears to be centered on those people who are able to sit around all day, every day, playing the game, and who therefore find this introduction of greater access for all to be a massive disadvantage to their AH-flipping monopolies. Outrage has been expressed in poorly spelled words of no more than two syllables that something needs to be done to redress this balance of equality, so that it is once again fairly balanced in favour of the AH campers.

This reporter is able to disclose that earlier today a high ranking inside source at Blizzard has exclusively revealed that, towards the end of the week, they intend to take measures to answer these criticisms by announcing the imminent release of an official in-game web browser for World of Warcraft that will allow players logged-in to the game to pay to access the auction house via the Blizzard armoury pages too, thus creating balance and equality for all.

More details on this and other theorised stupidity as we get them.

Reporting live for Oh MMO Emo News, I’m Melmoth Melmothson.

I love to be alone. I never found the companion that was so companionable as solitude.

As we alluded to yesterday there’s a curious element to Mass Effect 2 where the first part of the game involves you running around and recruiting some of the biggest badasses in the universe — don’t make the same mistake as me and run around trying to recruit some of the baddest bigasses in the universe, that’s a different game entirely. Ass Defect 2, probably — and then, having fought your way through the labyrinthine corridors of some random aggressor-filled warehouse/skyscraper/nursing home/factory in order to rescue said badass and free them into indentured service to you, you then spend the rest of the game leaving them to rot in some forgotten corner of the Normandy, only speaking to them every now and again to see if they are willing to offer you a) some equipment upgrades b) a side mission that might offer the chance of equipment upgrades or c) hot steamy intercourse of the third kind, with post-coital equipment upgrades.

The fact that you can only ever take two companions with you is a curious notion which Zoso has previously touched upon for Dragon Age: Origins, and I grant you that its a well known staple of Bioware RPGs, and in fact most RPGs in general. In some instances it works and is understandable — Star Trek episodes would have been a lot shorter if everyone on the Enterprise had just beamed down at once and crushed any opposition with weight of numbers — but in other cases you can’t help but feel that, given the fact that you have an entire ship filled tribble-like to bursting point with badasses, your current mission to fight through overwhelming odds in order to recruit yet another badass would be much easier if you made those odds less overwhelming by simply employing a few more of the badasses currently lounging around your ship picking out their toejam. Or clawjam, depending on species. Or thingyjam, if they have those… you know, ‘thingies’.

Where Mass Effect was a more cohesive whole, Mass Effect 2 starts to feel like two entirely separate games, there’s a tangible dichotomy of combat and conversation. Where the Normandy is a social hub, most away missions involve a fair amount of combat and, unlike Mass Effect and Dragon Age: Origins, you fight all of these missions alone. You see, the thing is, although you are able to take two companions with you on your away missions in Mass Effect 2, when it comes to combat they aren’t really companions, they are merely extra mobile weapons that you can deploy. It’s a curious artifact of the more streamlined shooter experience that Bioware have employed with Mass Effect 2, but you actually fight alone, and once you notice the fact it becomes increasingly obvious the more you play.

A couple of examples to illustrate. There is a standard boss fight at one point, I don’t want to spoil anything, but suffice it to say that you enter a room, the doors all close behind you (Shock. Horror. Want to buy Door Wedge ability, please and thank you) and you have to fight off the standard waves of enemies before the boss turns up to see what all the fuss is about and you shove a rocket up its backside. And, as per usual, in the pre-boss warm-up there are fast moving weak mobs and a couple of big and slow heavy hitters. I must have played through this section seven or eight times before I managed to win, and I eventually won by realising that I’m fighting on my own. You see, unlike, for example, Dragon Age, if you die in combat in Mass Effect 2 the game is over and you have to reload. Where in Dragon Age you can take over one of your companions and carry on the fight, in Mass Effect 2, if you die – Game Over. So what tactic do you think the enemy (read AI programmers) would sensibly employ in order to ensure victory? Well quite: they ignore your teammates a disproportionate number of times in order to take you down. Honestly, within about five seconds of the start of that boss fight, no matter where I hid and where I placed my team mates, I’d have five of the fast mobs chewing on my very attractive arse, whilst the two big heavy hitters pummelled from range the area of cover I was hiding behind. If I stood up to shake off the fast mobs, the heavy hitters wasted me; if I stayed in cover the fast mobs chewed me a new Omega-4 Relay. There were at least several comedy attempts where I placed my team mates out in open ground in order to distract the mobs whilst I hid, and yet within five seconds of the start of the fight I had fast mobs clinging to me as though we were the inter-species equivalent of Velcro’s hooks and loops; all the meanwhile the big heavy hitters were pummelling my ‘hiding’ place from range, whilst my two companions stood directly in front of them and unloaded submachine guns, shotguns and biotic powers into their general facial region.

Another example that made me boggle and laugh was when I attempted a flanking manoeuvre. It was a standard corridor setup, with a main route through and a little side room that allowed one to sneak to the side of the enemy ‘unseen’. I set my two decoy… companions up to start attacking from cover along the main route, and I snuck around the side. A quick aside: in Mass Effect 2 there are enemy-seeking missiles that can change direction somewhat in order to make sure they’re not wasted and hit a target each time; the enemy has these missiles too. My totem… companions were doing a sterling job of attracting the attention of the various entrenched opposition, and I waited until the more dangerous member of their number had launched a missile at my companions before I burst from cover to launch my flanking assault on their exposed side. At which point, and I kid you not, the missile that was half a metre or so from my companions turned through about ninety degrees and travelled across the corridor to hit me instead; I wish I’d had the presence of mind to hit the screenshot key because the path that the vapour trail of the rocket left behind was a marvel to behold.

It’s not always like that, obviously, but it soon becomes very obvious that there appears to be a heavy bias in the AI to taking down the Game Over objective as a priority over any companions who might otherwise present a more immediate clear and present danger. Once you realise that you’re primarily playing on your own, and that your companions are really just slightly more attractive mobile gun turrets, you can adjust your play style to match and things become significantly easier. I actually think I prefer it this way, I’ve often found myself tiring of the tedious micromanagement required in RPGs where your party members are essentially another character for you to level up and play. Mass Effect 2 makes sure that Shepard is the focus of all things (be it your attention or the AI’s) and as such your companions are designed to not draw your attention away from your own character and story; sure, they all bring stories of their own with them, stories which you can choose to develop or not, but they are characters in their own right, and as such you feel that you can just let them get on with whatever they’re doing and concentrate on what you do best – kicking names and taking ass.

Wait, that’s Ass Defect 2 again, isn’t it.

Pictures deface walls more often than they decorate them

In Mass Effect 2 you can decorate your captain’s cabin with various bits n’ pieces like model ships or, quite splendidly, a space hamster (thus empirically making it the best game of all time). While shopping for these knick-knacks (and other less important stuff like weapon and armour upgrades) in the Citadel, every shop gives you the opportunity to offer an endorsement in exchange for a discount: “Hi, I’m Commander Shepard, you may know me from Saving The Entire Galaxy From Mortal Peril And Generally Being Brilliant, and this is my favourite store on the Citadel.” This seems like the sort of deceitful manipulation that would characterise a Renegade character, as not only is every single store on the Citadel your favourite, but you get to record your message before you’ve even glanced at what they’re selling let alone tried any of the goods to see what they’re like (“Geoff’s Emporium of Sex Aids, Cut and Shut Shuttles and Malfunctioning Weaponry? Oh yes, it’s my favourite store on the Citadel.”) Only it’s not. It’s the “Paragon” choice, apparently, netting you +5 Paragon points every time you shill. I haven’t tried the “Renegade” option, I’m guessing you strong-arm them into a similar discount, which at least would be a bit more honest. Speaking of advertising, while wandering around the Citadel it’s well worth having a look at some of the billboards, there’s a particularly excellent one for an all-Elcor production of Hamlet.

Anyway, after putting the finishing touches on your own cabin, there’s the small matter of the rest of the ship to decorate. Thanks to a slight misunderstanding (the original plans were metric, the new ones imperial) Normandy 2 is much larger than the first ship, driving your most vital mission…

“Look, Shepard, all this empty space is a bit of waste, so go around and find a bunch of amazing people to decorate it a bit, lean on bulkheads in a broody fashion and the like.”

So off you toddle around the most dangerous spots of the universe, assembling a crew of the amazing and powerful warriors…

“I will help you fight the Reapers!”

“Err, yeah, don’t worry about that, I’ve already recruited thirty seven other amazing people and can only take two of them with me at a time anyway. Could you just lean on that bulkhead over there for me and chat about your life history now and again?”

A life without cause is a life without effect.

Yes, it’s true, I too have been sucked into the universe of Bioware’s Mass Effect once again, where I generally run around enjoying the effects of various projectile weapons on the body mass of various alien species.

‘We come in peace’? Oh please. Allow me to introduce you to my heavily armoured gunship. Pile of charred smoking meat remains this is my gunship, gunship this is… oh, you’ve already met?

So yes, I’m missing the release of Star Trek Online at the moment but feel that, should I want to, I can happily simulate the experience by yanking the power cable out of the back of my PC at random intervals and not allowing myself to plug it back in for three or four hours. ‘Missing’ is probably the wrong word, and ‘avoiding’ is probably more appropriate, possibly with the words ‘like the Phage’ concatenated on to the end.

I imported my previous Mass Effect character into the game, and as I watched the introduction movie I looked forward to seeing the ol’ girl again, and I am willing to admit that I got a little bit emotional in those last few moments of the introduction sequence when you see them out in the silent blackness of space, and all you hear are those breaths…

Sexy breaths.

The character generation screen loaded and I waited those last few moments for my imported character to appear, thinking back with that fondness one often has for one of their virtual partners. I remembered being quite pleased with myself when I created her — I do pride myself on my ability to create a good looking avatar against all the obstacles that some of these Uncanny Valley models seem to throw in the way, and Bioware’s games do allow for some really freaky looking characters, especially when contrasted against the painstakingly and lovingly sculpted avatars of your companion NPCs. I remembered that Aria Shepard was a real looker though, and she was once again going to bring sexy death to the enemies of humanity. Or Uoomanity, if you want to believe the pronunciation of the otherwise splendidly dulcet tones of Martin Sheen’s character, the Invisible Man.

“Commander Shepard, Uoomanity is still in desperate danger.”

“…”

“Commander?”

“Sorry, one moment, I’m looking for the “Who the fracking frell are the Uoomanity” chat option, but it doesn’t seem to be here”

The character screen loaded.

I’m not quite sure how to convey the horror. Imagine walking up behind a cute little dog of one of the toy breeds, one of those fluffy little things, you know the ones — a cross between Lassie and Winne the Pooh. Now imagine that as you pick it up it turns towards you and you see that it has the face of Margaret Thatcher. And then she/it licks you enthusiastically all over your face.

I quickly rushed back to my old post to confirm that this was indeed an error in the way that Bioware were importing old characters into the new game. But no, she really was the freaky-looking wax sculpture with melted liquorice for hair that was being presented to me now. Fie cruel memory and the tricks that you play! Thankfully Bioware allows you to change the face of your imported character, for reasons that are obvious to anyone who has played the first few minutes of the game, and so I set about creating a character who didn’t look as though they’d be more at home swinging around the rooftops of Notre Dame.

The funny thing was that, no matter how much I tried not to, I eventually came back to something that looked pretty much the same as my original Shepard. Yes the eyes were slightly tweaked so that they both at least pointed in the same direction, and the nose was toned down somewhat so that it was less likely that Joker would try to accidentally dock the starship Normandy up there, but she had the same overall look as the original. Because this was the virtual woman who I’d shared so many adventures with previously.

The more I looked at her the more attractive she became in my eyes, even though she wasn’t really any different to the Margaret Thatcher Pomeranian cross-breed of earlier. Because, I realised, I liked this person regardless of how they looked, as long as they looked like themself.

“Person”, I thought.

I think this is what Bioware does so well: they create virtual people. Not characters. The reason that the conversation and story is so compelling is that, as with a truly exceptional movie, you forget that the lives you are witnessing aren’t real, that the people who you’re getting emotionally invested in aren’t real. The genius of Bioware, however, is that they manage this by coordinating several people to bring to life one person. Whereas a movie director has to direct just the one actor to bring a person to life on the big screen, Bioware has to direct voice actors and animation artists in order to create life. It’s a fantastic feat, and it helps to lift their RPG games above most other contenders.

Not only that, but they are able to create convincing worlds and even, in the case of Mass Effect, universes that are both familiar and yet at the same time differ wildly from our expectations in many ways. Take the much vaunted Agent Zero of Mass effect 2, a ball-busting no-nonsense lady of no mean combat ability who, with shaven head, a body covered in tattoos, dungarees and overtly aggressive make-up turns out not to be a raging bra-burning feminist lesbian. Honestly, the moment I saw her I thought that, with the right conversation options about how all men are bastards and the liberating empowerment of armpit hair, it was a sure bet that there would be some cravat-exploding interaction between my character and her. “Ah ha!” cries Bioware, “not in this future universe. You’ll never know where you stand with us. Things are different here. Lesbians aren’t what they appear to be”. It’s a strange and confusing place, to be sure; I’ll have to talk it over with Yeoman Kelly Tokenlesbian the newly appointed ship’s counsellor at some point, maybe she can clue me in on how to spot them.