Architecture starts when you carefully put two bricks together

games, zoso 4 Comments »

Poor old LEGO Universe has been dismantled, put back into its storage box, and stashed in the attic of ex-MMOGs. Its passing is generally unlamented; I only really knew of one person who played it, briefly; everyone else was in Minecraft. As catastrophic launch timings go, putting out a child-friendly game based on a building block IP at the height of the Minecraft craze was a bit like Karl Benz spending years designing and building the Motorwagon to include unparalleled safety features (crumple zones, rollbars, airbags etc.), but a month before official launch finding some dude called Notch knocking up jet bikes in his garden shed for a tenner powered by fusion reactors that never need refuelling. It also required a subscription just as almost everyone else (EverQuest II, Champions Online, Lord of the Rings Online, Pirates of the Burning Sea etc.) moved to free-to-play models.

There’s a fascinating piece on PC Gamer containing some lovely concept art, and also tantalising glimpses of what might have been, such as PvP with construction:

“We always had capture the flag PvP in the internal build of the game, from some of the very earliest pre-beta versions. Besides the usual CTF run-and-gun, a lot of the strategy revolved around managing your minifigure’s Imagination supply—do you spend your points defensively to seal up breaches in your own wall, or tactically to construct bouncers and shortcuts that let you outmaneuver the enemy, or offensively on siege weapons to open new holes in his defenses? Do you sacrifice valuable time harvesting mobs for more Imagination, or do you rush straight into battle?”

(Which reminds me I must try Ace of Spades sometime)

It seems the LEGO IP was a double-edged sword (or double-sided brick), and the benefits of the global brand might have been outweighed by concerns for its image:

“LEGO is extremely sensitive about the safety of kids’ online interaction, to the point that implementing even the most basic social functions like in-game chat or friends lists became these kind of monumental tragic struggles that swallowed systems designers whole. A lot of our PvP games had to be backburnered while we were waiting for final word about how team functionality would work, or whether we’d be allowed to have it at all.

LEGO’s dedication to child safety superseded all concerns of production schedule or profitability, which was a principled move on LEGO’s part but it made some seemingly-straightforward parts of development really, really tricky.”

You have to wonder why they were so worried, really. I mean sure, Little Timmy might have stacked a few bricks on top of each other in the game and said to his friend “ha ha, it looks like a willy!!”, but it’s inconceivable that sensationalist press would make up insane, lurid accusations of online perversion based on the flimsiest of pretext, isn’t it? That would be like translating a glimpse of alien sideboob into “full digital nudity and sex”, and… oh. The Mass Effect nonsense probably didn’t do Bioware any long term harm with its Mature rated games (and may even have fallen into the “no publicity is bad publicity” category, apart from the people demanding refunds over the lack of hardcore digi-shagging), but it’s not hard to see LEGO’s quandary.

After reading that piece I’m regretting not giving LEGO Universe a try when I had the chance, but though there was a token nod towards free-to-play later on, by all accounts it was little more than a strictly limited trial. With news that the Wii-U controller will have near-field communication support you could envisage a future of different payment models, such as buying a physical box of LEGO bricks, popping them on the controller, and unlocking those same bricks for online use as well, but for now… well, at least there’s still Minecraft.

Posted by Zoso at 1:30 pm

A soldier will fight long and hard for a bit of colored ribbon

games, world of tanks, zoso 4 Comments »

World of Tanks has had a couple of big updates recently. 7.0, just before Christmas, introduced a couple of new maps, cosmetic camouflage and a host of tweaks. The main addition in 7.1, released yesterday, is French tanks to fight alongside the existing German, Russian and US vehicles.

Now I’m not some sort of ultra-grognard demanding a completely realistic recreation of World War II down to the rivet, there were already plenty of experimental, prototype, theoretical and/or post-war AFVs in World of Tanks especially in the latter tiers, but the ever-so-slight problem with French tanks is there was a bit of an unscheduled interruption in development and production from 1940 to 1945, so almost everything in the game past Tier II is especially experimental, theoretical and/or post-war, which doesn’t quite feel right. Course there’s a slight element of nationalism here, as for some reason the French tanks have gone in before a full British (or Commonwealth) tree; granted the UK turned out some pretty poor tanks (and some obsolescent tanks that might have been quite good had they gone into service a couple of years earlier, which World of Tanks should make up for with its tiered battles), but at least they existed…

As if to mollify me, the WoT team have given everyone a British tank as a present; apply the code “NEWYEAREU” to your account for a free Tetrarch (“NEWYEARNA” for US players). Like the Valentine, Matilda and Churchill it’s flagged as Russian due to lend-lease, but I’ll take it. It’s a bit of a comedy tank, the real thing notable mostly for being landed by glider during the invasion of Normandy despite being obsolete, but as it’s classed as a Tier II vehicle in WoT it gets to frolic with other early war light tanks instead of late model PzKpfw IVs and StuGs.

I’ve been playing quite a lot of low tier battles in over the past months. Since my last update I’ve been hopping on a few times a week, but fun as the average fight is, they’re not terribly blogworthy (“Dear diary, today I shot an enemy tank with my gun. Then I shot another enemy tank with my gun. Then an enemy tank shot me with its gun. I exploded. The end.”) I haven’t bought any more gold since that post, and upgraded to Tier VIII vehicles in both my lines of choice (the IS-3 and ISU-152), which took a few million credits. It’s an expensive business, fighting at Tier VIII; repair costs are hefty, often more than your winnings, and even stocking up on ammunition puts a hefty dent in the wallet. I’m trying to figure out a way of converting the ISU-152 to use some form of trebuchet to fling light tanks, as I reckon they’re cheaper to buy than 152mm shells… There are several ways to fund yourself; lower tier tanks almost always make a profit, so can be worth keeping around even after you upgrade. Gold can be converted to credits for an instant hit, or used to buy Premium status that boosts credit and XP earnings for each match. Premium tanks can be also purchased with gold and offer good credit-earning potential, especially the Tier VIII vehicles. Gankalicious was splendid enough to pass on a code for a T-127, a Premium Tier III light tank, which doesn’t rack up massive cash but gives a nice boost, and I’ve got the Tier II Tetrarch as well now.

As well as turning a profit, low tier fights are generally a bit more relaxed and fast-paced. Tense battles of careful positioning and manoeuvre are great, but after a couple it’s nice just to tear across a map at high speed, possibly exclaiming “woot!” or sounding a novelty tank horn on the way (oddly enough, horns were included in the 7.0 testing as gold-purchasable “cosmetic” items… I’m not sure if any played Dixie or La Cucuracha, but for some reason they didn’t seem to go down too well and weren’t pushed live…) Though there’s always action of some sort across all the tiers the introduction of new tanks unleashes an impressive horde of starter vehicles, so if you were thinking of having another look at the game, or starting from scratch, it’s a particularly good time to hop in and join the low-tier French madness.

Posted by Zoso at 12:29 pm

The tranquil and steady dedication of a lifetime

games, zoso 6 Comments »

There was an article on CNN last year, “Why most people don’t finish video games”, highlighting a stat from Raptr that only 10% of tracked gamers had completed the final mission of Red Dead Redemption (a game taking upwards of 30 hours to finish). The conclusion for single player games was the future being shorter, campaigns of around 10 hours, with further content in expansion packs.

Update: UnSubject has done some sterling work digging in to the numbers and 10% is at the low end, but the stats seem to confirm the shorter single player campaign, more than half the titles taking on average less than 10 hours.

For an MMO player[1], of course, 10 hours is “not a bad first session”. 30 hours is “a decent headstart weekend (with 18 hours of queuing and server maintenance)”. 100 hours will do for launch week (I seem to recall Raptr reporting one user with 149 hours logged in the opening week of Cataclysm, though that’s just the game client running as opposed to active play), but there’d better be more than that to warrant a subscription.

I don’t envy a company trying to keep both camps happy…

[1] OK, obviously it’s a certain subset of MMO players. Or a certain subset of all game players, there are probably 100 hour-per-week Spider Solitaire fiends, engaging in flamewars of eye-popping obscenity with those Freecell noobs between hands.

Posted by Zoso at 4:24 pm

Reviewlet: Alpha Protocol

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Alpha Protocol looked like an intriguing prospect in development, a contemporary espionage action RPG allowing players to travel the globe as a secret agent. It received rather mixed reviews on release, tending to “meh”, but when it showed up for less than £2 in a Steam sale a couple of months back it was hard to say no. Playing Alpha Protocol after Fallout: New Vegas and Deus Ex: Human Revolution was rather interesting, in a “compare and contrast” sort of way. You know what they say: first/third person Action RPGs are like buses, you wait all year for one that allows a variety of approaches to meet objectives, and then three come along at a suitable price in Steam at the same time. Give or take a few months. And they all feature a hacking minigame. And two of them are made by Obsidian.

I do like a spy novel, so the setting of Alpha Protocol is a big plus for me; there aren’t many games in the espionage genre, especially RPGs where you have a bit of freedom moving through the story. The key elements should be familiar enough to genre fans: rogue agents, private military contractors, assassination attempts, arms smuggling, double crossing, triple crossing, mysterious beautiful women, that sort of business. You play Mike Thorton, an agent desperately trying to recover the ‘N’ that somebody stole from his surname (and maybe some missiles or something). One of the key features touted beforehand was the conversation system, where you can generally take one of three approaches: Aggressive, Suave or Professional, which the developers broadly equate to Jack Bauer, James Bond or Jason Bourne. There’s obviously something about the initials “JB” and secret agents, lending additional credence to the theory that Justin Bieber is a psychological warfare project. This tends to work quite well, though the exact dialogue that results may not be quite what you expect; the “Suave” node in particular sometimes feels like it should actually be labelled “The ‘What Not To Do’ Example From A Corporate Briefing Video On Sexual Harassment In The Workplace”. Different approaches can lead to being Liked or Disliked by key NPCs, sometimes you can uncover in-game dossier information that may suggest the best approach to take, or you can always use your super-spy abilities to look up a walkthrough on GameFAQs. I’ve been on a bit of a John le Carré kick recently after seeing the film of Tinker, Tailor, Soldier, Spy, and was slightly disappointed there’s no George Smiley-inspired approach (apart from the fact that he’d have to be renamed Jeorge Bsmiley to have to right initials), but I suppose it would be quite tricky to create compelling gameplay from listening attentively, carefully writing things down and polishing your spectacles on your tie.

Once you get on a mission, mechanically Alpha Protocol is incredibly similar to DXHR in many ways. Sneak around, crouching to make less noise, avoiding security cameras with sweeping green cones of vision (if you get spotted an alarm sounds, find the alarm panel and you can disable it via a minigame); creep up unnoticed behind a guard and you can tap one button to knock him unconscious or a different one to kill him. Computers holding vital intelligence can be hacked via another minigame. You have a choice of weapons from pistol, shotgun, submachine gun or assault rifle (though you can only carry two), getting into a stand-up firefight is usually a bad idea, but you can take cover behind scenery and jump and roll between bits of cover. Oh, and every now and again you’ll get into a really stupid boss fight.

Just as in DXHR you can specialise in Alpha Protocol as a stealthy master of hacking, able to slip undetected past human guards and cameras alike, delivering precise knock-out blows or tranquilliser rounds where force is unavoidable, and just as in DXHR the game thinks it’s hilarious to stick a superpowered boss at the end of certain levels who has to be shot. A lot. And you haven’t even got the option of a Typhoon explosive augmentation as a handy “I win” shortcut. It’s especially jarring, as at least in DXHR you were facing cybernetic super-soldiers who you could believe were nigh-invulnerable; unless I missed a vital bit of dossier info that revealed a key Alpha Protocol villain had an adamantium skeleton, there was no explanation as to how a middle-aged man could withstand three magazines of assault rifle ammunition emptied into his head at point blank range. One particular fight descends into absolute surrealism as a psychotic Russian mobster snorts coke to become a knife-wielding instant killing machine, leading to a Benny Hill chase around a disco as ultra-cheesy 80s rock blares out until he gets knackered, at which point you shoot him for a while, then repeat. It’s like a reel from Austin Powers got spliced into the middle of The Bourne Identity.

Though the games share several mechanics, freedom is a key difference. At the start of Alpha Protocol you run through a weapons training course with sandbag corridors and pop-up targets, and the rest of the game never quite shakes off that feeling. For one thing Elite Agent Thorton can’t jump, his rigorous training unfortunately not covering “stepping over knee-high obstructions”, and though the level design usually doesn’t emphasise this too much there are occasions when your progress is stymied by an ankle-high sandbag wall. Sometimes you find a sniper rifle, but rather than, say, picking it up and carrying it around, you press Space to start using it, and when finished you put it back down in the same place, like it’s a rifle range and the gun is chained down. There are no boxes to be piled up to reach vents or windows, you can’t punch through walls, and the buildings you’re sent to infiltrate are strangely lacking in conveniently human-sized air ducts that let you into critical areas completely bypassing all security. The levels feel a bit like movie sets, sometimes with two or three paths through them, but with decorative doors and painted backdrops to appear more open.

On the plus side, they’re movie sets in a variety of exotic locations. Where DXHR featured an awful lot of corridors, Alpha Protocol moves from desert compounds to embassies to train stations to museums to parks across the world. I felt a lot more involved in the story as well; though things are headed for an obvious showdown (there’s a slightly clunky flashback structure that I felt broke up the flow slightly without adding much) you seem to have quite a few important decisions on the way.

Overall, then, Deus Ex: Human Revolution had great mechanics but got bogged down a bit in repetitiveness towards the end without an especially compelling plot to drive it on, whereas Alpha Protocol wasn’t so strong in general gameplay, but had a more interesting story and kept the pace up throughout. Worth a try, especially if it’s on sale for less than £2 again sometime.

Posted by Zoso at 12:36 pm

Wonderful to hear Brainiac on banjo

dcuo, games, zoso 4 Comments »

Back in ye olde days, I spent a lot of time creating characters for pencil and paper RPGs. For most games that was quite a lengthy process; read and thoroughly digest the rulebook, assess the possible races, classes, skills, spells, feats and the like, roll up stats (oh look, the 3d6 came up as 18. Again. Honest.) Best of all was outfitting; I do love a good equipment list. There’s something about a lengthy table of items with their cost and weight, the RPG equivalent of an Argos catalogue, that laminated book of dreams. Weapons and armour first, of course, with many bonus points if the system could spend three pages on polearms alone (I seem to recall Tunnels and Trolls was another one with about seventeen different types of dagger), but you couldn’t neglect the other items that might prove useful. My dungeoneers would be kitted out with rope, grappling hooks, hammers, pitons, torches, lanterns, flasks of oil, flint and steel, parchment and quills for in-game map making, needle, thread, a saw, belts, sacks, pouches, cutlery, kindling, obligatory ten foot pole, canvas, paint, carrier pigeons, scaffolding, oars, a tricorder, first aid kit, fire extinguisher, laser pistol, rations, flour, flasks of water, travel oven, breathing apparatus, space suit and portable folding kitchen sink. They were ready for absolutely anything, apart from moving under the weight of all that junk.

Being something of a rulebook magpie I had a shelf full of different RPG systems, all with at least one character ready to go, usually more. The logistics of getting (real) people together meant actual opportunities to play were far more limited, though, so the vast majority of characters were purely theoretical. OK, so all characters in roleplaying games (LARP aside) are imaginary, but these ones didn’t even go on real imaginary adventures. Though some of them went on extensive theoretical imaginary adventures in order to get hold of the cool stuff from the magical items lists, or to set themselves up in strongholds or castles. Theoretical adventures generally worked out for the best, as they avoided all those awkward issues of where to leave the mule train, wagon and camels (you never know when you might need to cross a desert) while investigating a dungeon, and just how someone could move without slicing their own foot off when they had nine throwing daggers tucked into each boot (just in case). It also avoided the dread spectre of the non-optimal character, that most heinous of MMOG crimes, for every character was perfectly suited to whatever situations I thought they’d probably encounter. Horatio the Multilingual, with no combat skills or spells but phenomenal memory, fluent in 17 different languages (including Dragon, Lizard and French), might not have been much use against wave after wave of kobolds or zombies, but he was the ideal choice to engage in diplomacy and intrigue in a bustling trading port (not that he ever experienced either, but had he hypothetically done so it would certainly have been the latter, resulting in a grateful Duke awarding him command of his own barquentine, outfitted as per table 7, page 364).

Getting into computer RPGs slightly shifted the focus, as they had this peculiar idea that just creating a character wasn’t the main point of the game, that you should take that character (or party) off on an adventure. The adventures had to work within the limitations of the computer, and were therefore mostly combat-oriented, but what they lacked in endless possibilities they made up for in not requiring other humans who, even once you had herded them to the right place, at the right time, with the right number of polyhedral dice for a game, wouldn’t always be on quite the same page…

(You create a brilliant scenario involving the Comte de Drakenfall, a nobleman who goes to war, but on his way home receives word that his younger brother, steward of the estate in his absence, has fallen under the sway of a necromancer, is experimenting with vile magicks, and plotting to kill the Comte before he can reclaim his lands. The Comte disguises himself to evade assassins, and seeks the aid of the players in an inn…)

“A man approaches you; he is wearing the plain clothes of a travelling merchant [rolls dice] but you notice several expensive rings on his hand, one of them with a crest [rolls dice] that you do not recognise. ‘You seem able to handle yourselves’ he says, ‘perhaps…’”
“Hang on, expensive rings?”
“Yes”
“Brilliant. I stab him and nick the rings.”
“What?”
“Yeah, he’s not expecting it right, so it’s definitely a surprise attack. [rolls dice] That’s a hit, right? [rolls dice] 17 points of damage.”
“But… he… but…”
“Is he dead?”
“Yes”
“Ace. I take his rings and sell them. Now, any dungeons near here where we can kill some goblins and nick their stuff?”

Anyway, even without the option to purchase improbable quantities of camping equipment, I still rather enjoy whipping up new characters in CRPGs and MMOGs, picking races, classes, powers, abilities etc. One area where they tend to shade the old pencil and paper systems is in character appearance; of course they’re limited to what the computer can render as opposed to the unconstrained range of human imagination, but my imagination isn’t terribly visual and is no match for a team of skilled artists and 3D modellers when it comes to potential shoulder pad options.

All of which waffling is really just preamble to saying: I downloaded DC Universe Online the other day. I hadn’t been planning to; after bouncing off Champions Online (again) earlier this year I’ve been having a splendid old time in City of Heroes since it went “freemium”, so it’s not as if there’s been a lack of superheroic-type online fun. It wasn’t the prospect of interacting with DC’s iconic heroes that did it, or a more action oriented style of play, or even the fact that DCUO went free to play (though that was a contributory factor), it was a screenshot from the character creator that made me want to whip up a DC hero, so I kicked off the download overnight.

15Gb and a quick blast through the tutorial later, if I had to pick one word for DCUO I think I’d go with “adequate”. For character creation the interface is pretty big and clunky, presumably to support a controller as well as the mouse, but it does the job. The option to create a character “inspired by” a signature DC hero or villain is quite novel if you want to get into the game with minimum fuss, I went down the custom route with dual pistols as a weapon and fire as the power. The range of costume parts you select from isn’t terribly large, but is… adequate. Launching into the game itself you get a quick cutscene outlining the plot with Brainiac and a time-travelling Lex Luthor involved somehow, but though I enjoy some of the individual titles I’m not much of a fan of the DC Universe as a whole, so it didn’t do much for me.

The tutorial involves escaping from one of Brainiac’s ships, and introduces the usual MMOG moving, attacking, and killing of random integer quantities of things. Combat does feel quite dynamic for a MMOG, on a par with something like Age of Conan, pistols having a melee attack on the left mouse button and a ranged attack on the right, all quite… adequate.

Finishing the story you chat to a few people around a police station then wander out to fight crime in the city, during which time I levelled up to get the “Meteor Strike” fire power. That was quite interesting, as rather than just a bunch of particle effects a tangible meteor rockets down to smite your foe, then rolls around a bit in the landscape (apparently it can even be picked up and chucked). That’s quite novel, though I was a touch disappointed that raining down a giant meteor from the very heavens themselves upon the head of an opponent didn’t squash him flat, but knocked about half his health bar down. Tough cookie.

All in all it’s fine, but just doesn’t really shine. If you really like the DC Universe that might be the clincher, if not it’s hard to recommend DCUO over Champions Online or City of Heroes, I can’t see myself leaving CoH for it in the near future.

Posted by Zoso at 2:29 pm

Reviewlet: Deus Ex: Human Revolution

dxhr, games, reviewlet, zoso 2 Comments »

Deus Ex: Human Revolution feels properly “Deus Ex-y”, but that’s a double edged sword as startling innovation from ten years ago can be old hat now. Back then, for example, the idea that you might not actually be a noble anti-terrorist agent but a pawn for shadowy conspiratorial organisations was pretty novel, whereas in DXHR the presence of the Illuminati is marginally less shocking than the tutorial informing you that the WASD keys move you around. Adam Jensen, the central character of DXHR, has mirrorshades and a gravelly rasp heavily reminiscent of JC Denton, but though JC sometimes had a bit of trouble expressing emotional intensity (“A bomb!”), Jensen is a full-on charisma-vacuum who drones through every conversation in a monotone with an emotional range spanning the full gamut from “mildly disinterested” to “slightly miffed”. Perhaps memory (via rose tinted mirrored glasses) is being kind to the original game, or the writing was better, or the novelty of a voiced protagonist made up for clunky delivery, but it seems a much more glaring flaw in DXHR; as Charlie Brooker tweeted “If any film starred a character as rubbish & po-faced as this Deus Ex prick, audiences would hurl shoes at it.”

What saves DXHR is the gameplay, equally solid whether sneaking, hacking or shooting your way around. Again demonstrating its heritage, you tend to come off second-best in a straight up firefight, especially towards the beginning of the game when lacking an arsenal of upgraded weapons and sub-dermal armour. I remember having terrible trouble at the start of Deus Ex, coming to it from more straightforward shooters, blithely running around the starting level trying to shoot guards while sprinting, running out of ammunition without managing to kill anything and getting pummelled. DXHR therefore offers a similar plethora of routes and options through its levels. Some require augmentations to take advantage of, such as the hacking skill to open a door (via a mini-game) or enhanced arms to be able to pick up heavy objects blocking routes or even punch through walls. The tech tree of the augmentation system works nicely to let you specialise in a particular approach, from improved hacking skills to quieter movement or even a (brief) cloaking device.

If you choose to fight it out there’s a wide array of weapons from non-lethal shock guns and tranquilliser rifles to the staples of pistols, shotguns and assault rifles, with more exotic laser and plasma rifles later in the game, and a few varieties of grenade if you prefer chucking stuff. Avoiding confrontation involves a lot of crouching; I’m not generally a fan of stealth gameplay, especially if it involves ten minutes of analysing camera movement patterns and guard patrols and automatically failing the level if you get spotted, but it’s most enjoyable to sneak up behind a guard in DXHR and hit ‘Q’ for a satisfyingly crunchy takedown (lethal or non-lethal, depending how kind you’re feeling), and if you do get rumbled then you’ve still got options to run, hide, or pull out a plasma rifle and melt anyone who comes to investigate.

Even Jensen’s growl works; in lengthy dialogue sequences he might sound like he’s trying to bore the other party into unconsciousness (maybe his augmentations have made him too perfect as an infiltration agent and conversations are just a different sort of non-lethal takedown), but when out running missions he has a more of the Man With No Name about him, delivering the odd laconic aside but otherwise letting his actions do the talking.

Of course there is a bionically-enhanced fly in the choose-your-approach ointment: the boss fights that even Eidos admit were a mistake, when sneaking goes out of the window (or, more to the point, sneaking is unable to go out of the window, because there are no windows, air ducts, hackable doors or other alternatives). Forewarned is forearmed, though, so after seeing numerous tweets and comments I’d equipped myself with the Typhoon Explosive System augmentation (description: “Deals enough damage to kill all living targets”), which made the unavoidable fights as tricky as running up to someone and pressing “F2″ (and sometimes pressing F2 again, if they were inconsiderate enough not to die the first time). Tiny spoiler: there is a later boss who you have to fight without the benefits of augmentations, which turned out to be just the sort of special occasion I’d been saving up a grenade launcher for.

I enjoyed DXHR enough to explore every level methodically, usually punching, stunning or shooting (depending how kind I was feeling) all the guards, hacking anything hackable, then working backwards through any air ducts or lift shafts (the exits are usually more obvious than the concealed entrances), but that did mean it got rather samey as it went on. It probably wouldn’t have been quite so obvious if I’d varied the approach a bit as I’d gone through, but despite the globe-spanning plot you wind up going through lot of strangely similar corridors with strangely similar grilles over conveniently human-sized ducting, evading (or shooting) strangely similar guards and hacking in to strangely similar computers (with the computers, keypads and alarms sharing the same mini-game that’s diverting enough to start with, but not deep enough to sustain that much interest). Maybe it’s a comment about increasingly homogenized globalisation (aaaaah!) The two city hubs are the highlights, with more scope for exploration and side missions, but if you thoroughly explore everything in one playthrough there’s very little replayability. The story is on rails; the first game was as well to an extent, forcing your hand at certain key moments, but it felt like you had more decisions to make on the way, whereas the extent of the choice in DXHR seems to be whether a couple of characters live or die, without a major effect on anything else. It’s fine to keep the action moving but never particularly engaging, not least due to Jensen’s dullness.

Overall a good game, not groundbreaking like the original, but solid enough fun. Deus Ex: Human Revolution gets the coveted KiaSA “Probably Worth Buying in a Steam Sale” award.

Posted by Zoso at 3:31 pm

No question is so difficult to answer as that to which the answer is obvious

games, zoso Comments Off

July 14th 2008, Melmoth asks “Where is my BattleTech MMO?”

Looks like we finally have the answer, and it sounds rather promising. “Online”, “free to play” and “proper MechWarrior game in the tradition of MechWarrior 2 through 4″ are phrases that earn the KiaSA Stamp of Approval (just as soon as I’ve finished carving it from this potato here).

Not a vast amount on the official site yet but you can reserve your pilot name, so if you want any variant of “Steiner”, “Davion” or “Kurita”… bad luck, by the time you read this “D4v10nnNnSst31nn33rKur1t44442351097230″ will already have gone. Anyone else might want to pop over and sign up, though.

Posted by Zoso at 12:09 am

A man is born alone and dies alone; and he experiences the good and bad consequences of his karma alone

games, zoso 6 Comments »

Tipa’s exclusive reveal of Winds of Pandaria sounds awesome with a capital ‘Z’ (followed by capital ‘O’, ‘M’ and ‘G’, lower case ‘l’, ‘o’ and ‘l’, then ‘wtfbbq’ in either WingDings or Cyrillic, depending on available fonts). The undoubted highlight for me is:

The Pandarens live in peace and harmony, and that means NO MONEY. Yup. Gold GOES AWAY ENTIRELY. The Auction House now deals in barter and karma. Do a nice thing for someone, you get a little karma you can spend. You can even help out animals and monsters for more karma. Blizzard just killed the whole gold farming industry. Now you’re going to see bunches of level 90 rogues jumping around trying to do nice things for you.

I’m not sure what I’m looking forward to most, Gevlon’s head exploding or the term ‘gold farmer’ becoming obsolete and replaced entirely with ‘karma farmer’. Probably the latter in a future expansion when new camelid races are added, as the question would arise of why Blizzard would release a statement about a contentious incident involving one of those played by someone from northern Italy named after the US President acquiring protective yellow fruit nightwear? If you’re playing along at home, that’s ten points if you said “to calm a Parma llama Obama karma farmer banana pyjama armour drama”.

I’m sorry. I’m so sorry.

Posted by Zoso at 10:14 am

Pretend inferiority and encourage his arrogance

games, swtor, zoso 3 Comments »

Bioware’s Ray Muzyka says “One of the most common things we’re already hearing is that people seem to find it hard to go back to other MMOs once they play The Old Republic”. Impressive, but why? Did he continue “… because our beta client uninstalls any other MMO on their hard drive, muahahahaha!”? Or “… because they can’t remember the 34 character passwords for the other games they’ve had to change for the third time in the last two weeks thanks to new security concerns.”? Some terrible cynic (not us, obviously) might think “… because they’re almost completely burned out on the genre and the last gentle glowing ember that briefly flickered into life, kindled by SWTOR, guttered out after the third ‘kill ten womp rats’ quest.”

The juicy soundbite is extracted from a wider interview and sounds a bit arrogant on its own, especially as he says earlier “One of our core values, as an organisation, is humility”. In context he’s talking about that fourth pillar, the story in The Old Republic, and how it adds a greater sense of depth and purpose; the quote continues “… there’s a real sense of purpose to everything”. I’d agree that MMOGs can imbue numbers with more significance than single player games, though I’m still a little sceptical as to how a truly massive game can maintain the focus on one player; it’ll be interesting to find out how SWTOR does it.

Posted by Zoso at 10:49 am

Whoah camouflage, things are never quite the way they seem

dxhr, games, zoso 2 Comments »

I was outraged while playing Deus Ex: Human Revolution to be subjected to a terrible bug. During a shoot-out I was pinned down by automatic fire emerging from a blank wall. Obviously there was an enemy soldier behind the wall shooting straight through it; were it was another player I would’ve assumed malicious use of a cheat, but as it was just the AI I gave it the benefit of the doubt. I was all set to make a post starting “Dear Sir, why oh why oh why oh why etc.”, but couldn’t let go of the right mouse button or I would’ve stopped hunkering down in cover and been shot.

On the off chance, I loosed off a few bursts of my own towards where the bullets were coming from, and was slightly surprised to see blood splatters, then the body of a solder materialise from thin air as his cloaking device failed. It wasn’t a bug at all, it was an invisibility suit; I wish the game had warned me, though that might’ve slightly reduced its effectiveness.

I should probably be thankful that the tactical decision of the stealthy enemy was to stand completely still in one place shooting at the boxes I was hiding behind (and equally thankful that those boxes, like all boxes in cover-based shooters, were conveniently packed with concrete, iron plates, kevlar and other composite armours capable of withstanding any projectiles short of an artillery barrage), as if he’d tried something as crazy as “walking around the boxes (while completely undetectable)” I would’ve been in trouble.

Posted by Zoso at 3:41 pm
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