On backing MMO raiders and PvPers

Posted in Opinions on July 5, 2015 by The Iron Dagger

I left LoTRO even before Riders of Rohan hit the scene, so I wasn’t around when Sapience made the statement Sean quotes in his post at Contains Moderate Peril. But some way or other, I must have seen it, because it sounds dreadfully familiar. As does the old argument that raiders and PvPers need love and care because they are the important minority.

Ostensibly, that importance stems from the fact that, by virtue of their interests, they are more dedicated to a game and more likely to stick around longer. Corollaries include increased revenue and a healthier playerbase foundation.

I see a couple of issues with this. Yes, I’m all too aware of my own position as a hardcore carebear who is also traditionally barred from raids due to the ‘XP only’ vicious cycle. But that won’t sway my thinking… I hope.

What do you bring to the table?

Ah, the dreaded interview question – right up there with the ‘5-year plan’ and the classic ‘name a weakness’. But yes. The aforementioned argument is predicated on the notion that raiders and PvPers make significant contributions to a game community: not just in-game, but on the forums and knowledge bases as well. In short, they are more driven than your average MMO dilettante to help others progress, which boosts the playerbase.

But I cannot help but think this marginalizes the contributions of the PvE and RP crowds. Using mentorship as an example, if we take raid progression and PvP matches as a game’s only measures of enjoyment, then this argument makes complete sense. But I have read enough player-authored guides on PvE builds, small instances, and roleplaying to beg to differ. And that’s not even counting the guilds that exist to help newbies and promote RP.

It really comes down to the game itself, and by extension the nature of a given playerbase. An MMO built for PvP and endgame PvE would naturally derive little benefit from RP advocates (look at Defiance, or Neverwinter).

Why are you at the table?

Further to this, players’ reasons for choosing an MMO must also be considered. As Sean pointed out, LoTRO attracts even non-gamers solely on their love for the IP.

If players’ only yardstick for a place worth putting down roots in is an active playerbase (and for the majority, it probably is), then the argument has some merit. Nobody’s denying raiders and PvPers do make a game lively.

But it does not follow that if you don’t raid or PvP, you are a solo quester – and therefore not invested in the game. There are so many other players, motivated by so many other different things, and they are not too few to pay attention to, because raiders and PvPers are ‘less than 10%’ of the crowd.

Devs, this is the age of F2P. Your raison d’être is no longer getting folks to pay – it is fostering an environment that encourages people to stay. Stayers beget stayers, and hence the probability of more payers.

If you really want to throw your support behind raiders and PvPers, why not add global content gated behind major raids or leaderboard progress? (Does any such MMO exist?) Don’t force the change. Give it a reason to sprout.

But before you do, consider that while you can’t appeal to everyone, putting any one subset of the playerbase on a pedestal can be as detrimental as spitting on the same.

On labels among gamers

Posted in Opinions on July 3, 2015 by The Iron Dagger

Reading Talarian’s thoughtful piece on the gamer identity reminded me of my old ‘hardcore gamer’ debates.

The last time I got sucked into them with my console casual of a colleague, he left me with an analogy I can’t forget, which, coincidentally, Murf also used:

“I don’t call people who only play certain games gamers. Just like you wouldn’t call someone who only enjoys ramen a foodie.”

I recall I went, “Okay, so you would call that person a… ramen lover?” He concurred, and I continued, “So what does that make someone who only plays DoTA? Or Destiny? Or…”

(Hence if they ever make a game called Dog, I’m going to have to deep-dive into it for reputation’s sake.)

Labeling falls short here, because games are not food are not games. But the knock-on effects of self-identifying as a gamer aside, I think it can be quite utilitarian in certain settings.

‘Gamer’, like ‘hardcore’, is not always a badge to be worn with pride (or shame). It can be a shortcut, a filter, a mode of categorization. “I’m a gamer” has opened social doors for me in certain company. Similarly, “I’m not a hardcore gamer – I avoid competition games” has elicited reactions that warn me immediately that I’m preaching to the coven.

And the latter is where it gets interesting. Because so few where I am put any serious thought into defining the abstract concepts behind gaming as a hobby, the very nebulousness of these labels is an asset. Some I’ve met think ‘hardcore games’ means MOBAs. Or popular, mainstream titles like the Call of Duty franchise. Others, curiously, think it means ‘arthousy’ titles like Gone Home or Elegy for a Dead World (I know, what the?).

Which means that if one is willing to be flexible, labels become excellent ice-breakers and conversation starters. I think I’m a touch too sociopathic to take Dale Carnegie’s life-changing advice on winning friends, myself, but I acknowledge the wisdom of something he said on that count: avoiding the acute angle.

Better to accommodate others’ preconceptions than to correct them. Especially if there is no real correct answer, like in this case.

Any conversation about gaming hinges on not just what the parties involved know – but what they think. One side accommodating on the thought front is good for social interaction. All sides accommodating could make for a great discussion.

Postscript

I have also been thinking about the ‘gamer girl’ issue since Ravanel’s post on the same. But I shan’t go further.

My comments on that post stemmed from personal experience as a geek gamer in a society where that activity is not only frowned upon, but, in ultraconservative households like mine, ruthlessly castigated. The topic of gamer girls is (while still an identity issue) a sideshow as far as I’m concerned.

They’re less rare a breed where I am than they were 20 years ago. Which is a good thing. And I don’t care how they style themselves, as long as they, to use Murf’s words, broaden the love of gaming. All aboard!

Interview: TesalionLortus of the Unreleased LoTRO Soundtrack Project

Posted in Special Features on July 1, 2015 by The Iron Dagger

I love game soundtracks. I’m one of those who doesn’t see the point to playing with the music off, and who finds it vaguely discomfiting playing with other soundtracks in the background. To me, each piece of music carries its own history – history that shouldn’t be shoehorned into other settings.

And I love soundtracks to games with lore I care deeply about. So when I plumbed LoTRO’s, way back when, I remember how perplexed I was when I couldn’t find certain tracks I couldn’t get enough of in-game.

Google bridged that gap. It didn’t take me long to discover the Unreleased LoTRO Soundtrack Project, run by TesalionLortus: a LoTRO player and fan who mines the game for those great tracks Turbine chose not to release. It’s still going strong, and perhaps the best place on the Internet (apart from a couple of YouTube channels) to find hidden LoTRO musical gems.

Recently, I caught up with TesalionLortus, some two years after our initial correspondence, to find out more about the project and the person behind it.

1. Could you share with us a little about your background as a gamer?

I grew up with real-time strategy, point-and-click, and other genres, although the most memorable game of my childhood is Yume Penguin Monogatari. I really loved this for some reason… the peculiar style, the music, maybe the final bosses?

Anyway, my long lasting passion for strategies began with The Settlers II. I played a lot of them, including The Lord of the Rings: The Battle for Middle-Earth. However, my first campaign in Rome: Total War was completely life-changing. Things escalated quickly. Because I was always fond of military aspects rather than economy or politics, I ended up playing mainly Total War titles plus various modifications for those amazing games. They seemed incredibly amazing at the time and some of them still do!

2. Was there anything in particular that motivated you to start this project? Tell us a thing or two about the early days and any feedback you received.

Nothing in particular. Well, I simply fell in love with LotRO music. I was very disappointed that the official releases skipped so many wonderful and unforgettable pieces (Evendim’s theme, for example).

Seriously… how could they? We can find many examples of games that didn’t get such releases, but fans ripped music on their own and shared it with the whole Internet community. Some of these tracks might even be of middling quality (from weak Nintendo games, for example), incomparable with the passionate work on LoTRO, and they still get fan releases. That’s why I couldn’t believe there were no gamerip soundtracks of LoTRO.

And that’s how I started my own project. I received many joyful comments under my old YouTube videos as well as some private messages with very personal appreciations of my work. One of them included awesome album cover art that is currently part of my third package.

3. What is the development process like for each release?

The process is different than what it used to be at the beginning of my project. At first, it consisted of scrolling throughout thousands of .ogg files, listening and picking up desired tracks.

But somewhere after the Isengard expansion Turbine changed the structure of newer .ogg files so they are no longer accessible with this method. Fortunately, there is always a way. Every time I enter a new region and experience a new kind of music, I simply write a short reminder in my notebook – short characteristics and the in-game location of the track.

After I’m done with the quests, I have a complete experience of the quest pack. That means I may proceed to recording sessions.

This consists of relaxing, swift traveling and recording desired tracks in-game, in the best possible quality, using Audacity. The process takes much longer because everything happens in real time. Also, I need to rearrange some of my recordings and choose proper filenames. Oh, and yes! Let’s not forget the symbolic value here – my special trailer, the final seal of each release.

4. LoTRO’s player music system is one of its big draws. Do you think this overshadows the game’s soundtrack? Why or why not?

To be honest: I don’t really use LoTRO’s music system. Well, in fact, I haven’t used it even a single time… hmm, or perhaps once. Very unprofessional and random stuff at the beginning of my adventure. I’m not really sure if it counts as ‘music’.

Anyway, I don’t think it overshadows the game’s soundtrack. The music system serves social purposes. The game’s soundtrack serves your perception of the game: the storyline, the visuals and the places you visit. Totally different functions.

5. Quite a few players play games with the music off, and/or roll with their own playlists instead. Any thoughts on this practice and how it relates to your project?

People can do whatever they like. Let’s be clear – I have nothing against it. I can even understand this practice sometimes.

But in my humble opinion the game’s soundtrack is an incredibly important part of the game, not only in LoTRO but in everything else too. It serves a certain purpose, as much as graphics, battle systems or zones, not only influencing our imagination but also tuning our souls to the lore. We can definitely feel that some places are meant to be ancient, menacing, idling or peaceful.

With the music off? We might lose this effect. And yes, some soundtracks aren’t necessarily the best of all time and it also depends on what we like. That’s why I can see two separate kinds of game music. Memorable, nice, powerful or simply genius tracks you wanna listen to on your mobile or IPod. And all other tracks that are usual, bearable, maybe genius too, but they somehow serve their purpose and that’s it – you just don’t love them so much!

No matter what category they belong to, no matter what your personal preferences are… personally, I always try to stick with the original tracks, even if I get a bit annoyed by them. You know, positive changes tend to happen when you don’t even expect them.

And how does it relate to my project? Well, I think it doesn’t. After all, the majority of players who play with the music off or use their own playlists instead don’t really love LoTRO music, right?

6. It’s been some years since you got started. Mordor is close now. What are your thoughts on the future of the Unreleased LoTRO Soundtrack as we near the endgame?

I’m not really sure about Mordor. I guess some portions will be available but I doubt we’re gonna see the whole thing… at least not yet. I’m pretty sure we will get the ‘The Scouring of the Shire’ chapter and the Grey Havens.

Besides, after the War of the Ring is ended… it might be another great chance for this game to shine even brighter. And that’s exactly what I saw in one of LoTRO’s forum statements. And it makes perfect sense.

Because… what about the lands of Rhûn and the evil sorcerers who dominated the tribes? Anyone remember that friendly Easterling warrior from Rushgore in the Great River region? What about Harad? Jajax and his struggle for freedom in Umbar? What about the remaining orcs? Their various tribes? The population of Mordor? Remaining servants of Sauron? Tolkien doesn’t say much about it, except for some limited information concerning the peaceful era of Aragorn’s rule.

But it surely didn’t happen automatically… any peace needs to be negotiated. Minor threats need to be dealt with. And well, can someone else do the task better than we, the players? So I don’t really believe in ‘endgame’. All we need is the LoTRO MMO to remain profitable, then everything is possible.

Turbine plans to release a big update for their in-game store and I doubt they would be putting in such an effort if the game wasn’t really going to last much longer. That’s why I stay positive. Can you imagine the massive amount of new tracks, in completely new settings like Harad, Khand, Mordor or Rhûn? I’m sure it would be delightful!

7. Any plans to raise awareness of the project outside of YouTube alone?

Not really. After all, it’s not about popularity. Besides, people might stumble upon my project using Google.

8. What about doing unreleased soundtracks for other MMOs?

Well, I often wonder how many great tracks remains hidden in Dungeons & Dragons Online, also Turbine’s game. I stumbled upon a small package of tracks and guess what? I found out that some of the minor tracks which appeared in Shadows of Angmar were in fact original DDO tracks (Angmar, for example). And sure, many other DDO tracks did not appear in LotRO, although I don’t have any intention of finding them.

I guess, in the first place… you need to regularly play a big game if you really intend to find its best tracks. But I don’t really play games so much. The Lord of the Rings Online is the only MMO (and one of a few games) I’ve ever made serious time investment in, and that’s only because of Tolkien.

9. If you had to choose one unreleased LoTRO track in particular as your favorite, which would it be?

I don’t really have favorites, although ‘Deathlands’ and ‘Garth Agarwen’ (editor’s note: the former is found in his first soundtrack package, and the latter is on the OST) used to stick in my mind for a while. I don’t know. They just fit so perfectly into the environment, I guess. Or maybe they’re just so memorable because Agamaur was the first time when LoTRO really gave me the creeps?

10. Before we sign off, any message for all the LoTRO soundtrack lovers out there?

Yes, of course. I would like to thank you all very much for your wonderful and encouraging support. I just experienced a bunch of wonderful tracks in South Ithilien, not so long ago! I don’t know yet how many there are or if I make the next release so soon. But you can be sure to expect some updates on my Tumblr.

Meanwhile, I wish you the best gaming experiences!

Thank you for your time, TesalionLortus, and look forward to seeing more of your efforts!

Lost trails of LoTRO: Vol IV

Posted in Roleplay, Virtual Tourism on June 29, 2015 by The Iron Dagger

The lonely ride of Redwine Eardwrecca, exiled Rider of Rohan, continues. Retrace his hoofbeats from Vol I through II and III!

This fortnight’s rangings took me back into Mirkwood, where I was struck by something I’ve, amazingly, paid no attention to before: Redwine’s level. I’ve become so used to riding around and snapping away with impunity, that drawing aggro from the Mirkwood mobs was a surprise.

He’s stuck at 65 – right where I left him when that was the level cap. He hasn’t even seen Enedwaith. Which means seeking out lost trails there and beyond may well have to fall to another steed in my stable, for expediency’s sake.

What I’d give for LoTRO to have something like the ‘spectator mode’ in multiplayer FPS, just for virtual tourism’s sake!

Even-rills (69.5W, 3.4S)

Even-rills

Evendim (69.5W, 3.4S)

These pools and falls stand out even in Evendim, one of the prettiest places in Turbine’s Middle-earth. According to deed text, they’re fed by melting ice, and so frigid even in summer that the Gauredain use them for contests of endurance. (Seeing as how you don’t take damage for swimming here, maybe someone should dare them to try Forochel’s Ice Bay?)

If you don’t mind the wolf-men nearby, the Even-rills makes a wonderful place for a nature hike. I especially like this little pond with the natural pillar in its center – not only does it look nice, it must be magical for there to be runoff, with nothing feeding it…

View of Dannenglor (55.8W, 11.2S)

View of Dannenglor

Mirkwood (55.8W, 11.2S)

Mirkwood is perhaps the worst place in LoTRO for screenshots. With the omnipresent fog, I can barely see where I’m riding sometimes, let alone spot interesting sights to snap. But I lucked out here after tearing through Dannenglor to check if there was a route up to the adjoining waterfall (there wasn’t, which is a shame for it’s pretty damned high!).

Across the western bridge, above the gorge the waterfall feeds, the ground slopes up to offer this view of the ruins. I can imagine scouts hiding along the treeline here, keeping watch on the merrevail…

Refuge of Edhelion (100.7W, 14.0S)

Refuge of Edhelion

Ered Luin (100.7W, 14.0S)

All Elves know this place, or would if they remember their starting quests. I’m only giving it a spot in my album because I don’t recall ever hearing of any roleplay taking place here, despite its sad beauty and deserted state (well, except for during festivals when an Inn League NPC – that’s her up there – appears to spoil the solitude).

I don’t recall ever being able to find the haunting piece of music that plays here, either. Combined with the overgrown, dilapidated state of this Elven ghost town, it creates an beautiful backdrop for Elves reflecting on – or lesser races discovering – the mysteries of centuries past.

Game idea: ‘The War that Never Was’

Posted in Random Thoughts on June 27, 2015 by The Iron Dagger

I work at a creative consultancy with a vibrant young team, so it’s to be expected that a couple of my coworkers would be avid gamers. We chat so much about games and the industry that I’ve been trying to get them to take their loquaciousness to podcasting, but work and lack of incentive on their part has stood in the way so far.

Still, I enjoy these unrecorded conversations – and every so often a gem turns up.

These guys are console casuals – being foreign workers, they have neither the disposable income to invest in a gaming PC, nor the mindset to appreciate long-haul games like MMOs. So our talk revolves around titles like Metal Gear Solid 5: The Phantom Pain.

MGS5

It was while discussing MGS5’s multiplayer mechanics with one of them, some time ago, that an idea came to me: a co-op stealth FPS/TPS where a soldier from the future travels back in time to stop his past self from sparking a apocalyptic war. (Credit goes to my colleague for the title.)

In MGS5 (as I understand it anyway), your base can be infiltrated and raided by an opposing player. “So there’s two Snakes on the field?” I said. “What an immersion break.” He didn’t care, obviously, but there and then the seed for our game was planted.

Terminator meets MGS meets Call of Duty. Both players play the same character – separated by time, technology, and objective.

The premise

The backstory is a simple one. Years ago, the protagonist pulled off a black op that was supposed to end a small-scale conflict, but blew it up into Judgement Day instead. Upon realizing the cause, he hijacks a newly developed time machine in a bid to alter the outcome of that op – setting up the PvP action.

Snake and Gray Fox 1

Player differences

To create a gameplay dichotomy, the future soldier might have a limited (and irreplaceable) supply of game-changing toys – energy-based weapons, cloaking, nanotech, mind control, combat wonder-drugs, what have you – while his past self would have the good old perks of youth: an edge in agility, endurance, and overall performance.

A fatigue mechanic could also come into play to ensure both grow more evenly matched as the duel drags out.

The maps

Speaking of duels, not everybody wants to play protracted standoffs all the time, so hostile mobs are a must. These would be guards and automated defenses, who, once alerted, would turn the op zone (which would be the maps, like military installations or fortified villas housing high-value marks) into a free-for-all.

This adds an element of unpredictability that quick-thinking players could exploit. Flush your opponent out into a hail of turret fire? Kill a guard, disguise yourself with his vest and helmet, and fool your future self into conserving his precious laser ammo when he sees you? Much possibilities.

COD Black Ops laser pistol

Team deathmatch (or CTF, or…)

There could even be an alternative mode of gameplay – instead of committing suicide by killing his past self, the soldier could work with him (with himself?) to ensure the mission goes off in a way that averts the future cataclysm.

This is the PvE approach, where both players team up to complete a series of increasingly challenging goals. Failure to meet any of these goals will result in the game defaulting to deathmatch mode. (“Sorry, youngster. Was worth a shot…”)

The problem I see here is simple – how can the soldier trust his future self? All too easy for an unscrupulous player to propose an alliance, and then backstab. Maybe make alliances a toggle thing, and disable friendly fire, with re-enable countdowns? But that’s kind of a cop-out, and doesn’t account for indirect (read: deliberately triggered environmental) damage. Needs more thought.

T-45d

More sides?

I’m not crazy about the idea of a third side, but if it works, why not. Say, futuristic time police attempting to stop the future soldier from either winning in PvP, or completing the objectives in PvE.

I imagine these dudes would be the badasses of the game’s multiplayer, like Left 4 Dead 2’s Tank: packing everything the future soldier has and then plenty more. They win if they kill/capture him, they lose if his past self dies – and to everything else on the map, they’re fair game. Yeah. Definitely a popular side to be on.

Problem is, having these guys sounds like it’d really unbalance things, especially if there’re more than one. Plus, from a story standpoint, even if the soldier’s past self gets offed, surely they can finish the job in his stead? Or would that screw with the laws of time too much?

Damn, even this glint-in-the-eye stage of game design is tough.

Pixels by any other name

Posted in Random Thoughts on June 25, 2015 by The Iron Dagger

A while ago, Zernebog talked about MMO character names, and shared the thought process behind his SWTOR ones. Names being a big deal to a roleplayer like me, I thought of doing likewise.

He nailed it when he pointed out that he doesn’t do backstories and roleplay. I’ve always held that character names are such a fundamental part of the MMO experience, even those who ‘do not partake’ should have proper ones that at least try to adhere to the setting.

Nothing kills my immersion like them Xbox Live-ish, for-the-lulz names. Oddly, in many cases, I’ve noticed that the more accomplished gear- and achievement-wise the character, the more ridiculous the name tends to be (perhaps this warrants a study). As a friend once told me, “I don’t want a ‘proper’ name. I want a ‘pro’ name. Like ‘zergsmash7331’.”

My favorite response has always been this post from an old thread on the LoTRO forums:

It says all over the screen and all over the guides, pick a NAME. Not a name and a title, nor a LOLNAME. Just choose a name and stop complaining. It’s not hard, no matter how difficult people claim it to be.

I think a certain anime character has the best rejoinder to that.

Now, on to the characters. I’ve too many for a single blog post, so here are six from two MMOs – each set of three as different in flavor as the games they’re from!

The Lord of the Rings Online

Naturally, the creation of my LoTRO characters got the most thought out of my entire MMO menagerie. Gotta love lore-heavy games – and Sindarin is such a precious language to work with!

Redwine (Man Champion)

He now roams Middle-earth in exile, carrying arms in the service of the Free Peoples, awaiting the day he returns to the Riddermark and redeems his name. Until that day, he is Eardwrecca, the outcast one.

Redwine in Imlad BalchorthOld English for ‘counsel-friend’, which I thought an ironic name for a Rohirrim warrior more apt at counseling with his blades than his mouth.

The fact that it is also a type of alcohol led to an in-joke that he was ‘the son of Goldwine’ (also a proper Rohirric name, anyhow).

And more than one joker asking me if I loved to drink in real life (I don’t).

The Ye Olde English continued when it came time to name his Legendaries, of course: his swords are Heregild (‘price of war’) and Wyrdgild (‘price of fate’).

Elvedui (Elf Warden)

They were there when the Havens were built, and they will be there mounting guard over the harbor when the Last Ship sets sail into the West.

Elvedui in the homesteadsSindarin for ‘Last Elf’. The idea behind this cool cat was that he was a member of the Círdanrim (the Shipwright’s Own), an honor guard protecting the Grey Havens and keeping the roads to the Sea open for departing Elves.

To that end, his destiny was to be the last of the Elves to sail west – the rearguard of his race, if you will.

He was originally to be named Mithon, ‘Grey One’, in keeping with his color motif (Grey Warden, I know), but it was taken.

So was Eärendur, ‘Sea-Servant’ – although that became his surname. Alliteration for the win.

Annúnion (Man Guardian)

Son of the sunset, blood of the West,
no charge too heavy, nor any quest.
White Tower’s servant, ever watching,
awaiting the return of the King.

Annúnion's challengeSindarin for ‘Son of the West’ or, more literally, ‘of the Sunset’. Clear Númenorean references, apt for a Gondorian soldier loyal to the vacant throne.

His surname changed over time as his story evolved: Arantir (‘King’s Guard’), Arandili (‘of the Royalists), and Arradon (‘the Path-less’). Yes. A.A. Pity he wasn’t a Lore-master.

But I had the most fun sourcing Gondorian and Númenorean themes to name his Legendaries. His swords were called Magolwest, the ‘Oath-blade’ of the House of Andúnië, and Gilmegil, the ‘star-sword’ of Osgiliath.

Neverwinter

In contrast to LoTRO, I didn’t put much work into character development here, the state of the game’s RP being what it was. My only concessions were a name and a few lines of biography, based off the origin I chose during chargen.

But the thought process behind those names wasn’t always screwed on straight…

Darc Murdos

‘Dark Murder’. Geddit? Haw haw haw. I’m murdering myself here.

Mossie Pettihild

‘Mossie’ as in mosquito – because what else would you call a hobbit in a fight? And ‘Petty Hilt’ as in those not-so-petty Buster Sword knockoffs the game insists on sticking GWFs with.

Artyna Autumn-Born

There’s a lot of layers behind this one. When HRs were released as Neverwinter‘s first ranged class, I wanted mine to be a pure distance nuker – like artillery, or ‘arty’ as the military calls it. (The military short-forms every damned thing.)

Also, HRs use bows, so I thought at once of a certain Greek goddess who was also a badass archer: Artemis. Roman name: Diana. ‘Arty’ being already a short form for Artemis, I MacGyvered the two, and voila! The ‘Autumn-Born’ was bolted on for alliteration’s sake as well as a reference to the HR’s nature-oriented abilities.

Then there are Artyna’s companions…

Man-at-Arms

Infarn Summer-BornHe’s infantry – which goes before the artillery. Just like, being a tank companion, he goes before my DPS.

And what goes before autumn? Oh, yes.

Infarn Summer-Born it is. Infarn, in front. Haw haw haw.

Frost Mimic

Winter-BornSeems weird to give a fanged ice cube a ‘civilized’ name. You know, any kind of name you would give a… wait, ice? Winter-Born it is.

Yeah, yeah, I know it’s a tank companion, and though I live in a tropical country, I know my seasons. Closing one eye here.

Damaran Shepherd

AffoRunning out of ideas here. Already plumbed the seasons angle twice, so back to something artillery-related. Dog’s a DPS companion. Who helps the gunners take down targets?

The forward observer, of course. In military parlance, F.O. ‘Affo’. Hey, looks like a catchy name for a pup…

Steam Summer Sale 2015 post-mortem

Posted in Random Thoughts on June 22, 2015 by The Iron Dagger

Like a good Puritan, I have always abjured the temptations of Lord Gabe. Steam sale or no, if a game doesn’t grab me by the jugular, or I know I won’t have time to do it justice, I simply pass. So I don’t really know what it’s like having a backlog of dozens of titles.

Last week, Murf threw out a great suggestion on dumping backlogged games: give the act finality by writing a post on why you’re dumping each one. Not something I see myself ever having to do, but a fine sentiment nonetheless – though I wonder how many variations of ‘no time’ busy gamers can come up with!

This year is no different. Of all the treats on display, I bit only two (which happened to be among the cheapest.

Valkyria Chronicles

Valkyria is something I haven’t tried before. An XCOM-like battle system, with echoes of Mass Effect, in a Nipponized anime version of World War 2? That’s four loud dings for me, and I didn’t hear wrong.

The game is proving as entertaining as it is challenging, and fans of any two out of those four should feel the same.

Unfortunately, part of the challenge is adapting to a UI obviously not optimized for PC. I had the same experience with Oblivion and Skyrim back when, but here, with the weirdly structured ‘book’-style menus, navigating through the game’s information architecture is starting to feel like playing Starcraft with a joystick!

How to Survive: Storm Warning Edition

How to Survive proved a considerably less stellar experience. I picked up the full bundle for co-op, and duoing a game after soloing through its base edition twice is something I’ve never tried before either.

On Normal, the zombies are pretty manageable all by your lonesome, so I went into co-op expecting ezmode. Which it is. (We haven’t explored the DLC content yet, though, so I’m rubbing my hands in anticipation of his reaction to those unkillable electrified zombies.)

No, our biggest threat, as we quickly discovered, turned out to be necessities. Sharing provisions to stave off both our hunger, thirst, and fatigue is proving pretty draining, even with my solo runs to stockpile meat and water-filled jerricans. And them guarana roots are fast becoming worth their weight in gold!

But I suppose that’s part of the fun. What’s not so fun is the game’s co-op mechanics.

H2S feels like multiplayer was bolted on late. One of the most obvious signs: the host player is the ‘only player’ where quests are concerned, except when it comes to turn-ins – where players share inventories.

In other words, the game treats Player 2 as a Robin to the host’s Batman. Both can work towards the objective, but only Bats gets the reward. Not a big deal, but it leaves me feeling like some corners were cut in development.

Another sign is the way the game binds both players to each other. We can’t split up by more than a screen’s length, cutscenes and quest dialog initiated by my buddy apply for me as well, and gameplay freezes until both of us have either skipped or watched through scripted content. (As I’ve already seen it all twice, I’ve taken to window shopping in the Steam store to while away that downtime.)

I get that the point is to stick together to survive, but come on. Turning us into Siamese twins? I guess the devs just didn’t want us badasses going all pincer attack on the zombies, and clearing the islands twice as fast. Or, more likely, letting us free-roam would screw with some game mechanic or other – some single-player oriented mechanic or other, I should say.

And perhaps most glaringly, players can’t heal each other. Not a big deal, since assisted suicide followed by a revive seems a viable way to deal with low-health situations, but it still feels like a cop-out. I mean, Left 4 Dead not only had this, but actually rewarded players for co-op healing…

It’s clear H2S was designed with the single-player foot firmly forward. Whoever needs help should be the one hosting; the other’s just the sidekick. Don’t forget that.

That’s it for this year’s Steam Summer Sale. Now, if only Lord Gabe were to reach down to earth and strip away the region locks, I’d be all, like:

A savaging of FFXIII

Posted in Opinions on June 19, 2015 by The Iron Dagger

In honor of Heavensward’s release today, I’ve dug up this old review of FFXIV’s predecessor, written by a friend of mine back in 2010. Even five years later, the sheer pithy rantiness of it still brings a smile to my face.

Reposting with his consent, and almost verbatim. Enjoy.

Despite a friend’s advice I went ahead and bought FFXIII after finally giving in to all the hype across the interweb. I figured how could I possibly go wrong with the first FF title for next gen consoles? Furthermore, I somewhat enjoyed FFXII, despite being the only person I know that even played the game.

13 hours into the game, I have officially given up on playing it. Yes, you heard me right. I have GIVEN UP on playing an FF game. How could Square Enix fuck it up so bad this time? Here’s how.

The Good

Okay, you have to give some props to the graphics department at Square Enix. FF is a pretty game. Character modelling especially is second to none and for the first time, they’ve actually managed to render individual strands of moving hair using the in-game engine. Lightning (the female lead) is also quite possibly one of the sexiest female characters in video gaming history, making Tifa look like a character from the cast of Doremon. Cutscenes as usual are pretty, especially now that they are in glorious HD, but as usual the Japanese artwork is slightly over the top.

The Bad

How do I even begin? Let’s first start with just how ridiculously linear the game is. Granted, Japanese ‘RPGs’ are never known for being open-ended, but FFXIII just takes the cake for the most linear game I have ever played that claims to be an RPG. There is literally NO other paths or options you can choose for yourself. They’ve removed the world map, towns and shops, so all you do is basically trudge through and endless sea of boring levels ala Contra style. There’s not even a way to get yourself lost here, and the only routes that deviate off the main quest path bring you to a familiar treasure box. Every once in a while you’ll be thrust into a cutscene or flashback where the characters will start yapping about each other. Very very predictable.

The music is also nothing to write home about. Nobuo Uematsu is gone and what you get is some Japanese dude trying to act smart by incorporating various musical styles like jazz and pop badly into the soundtrack. None of the tracks stick out, not even the title theme, which might be a huge disappointment for FF music fans.

On to the battle system, which has been praised by quite a reviews out there. I personally think it is no big deal. I personally feel that Square got the battling system nailed down with FFXII’s auto-combat style but now they’ve reverted back to the ‘separate battle mode’ system in FFXIII. Oh yes, did I forget to mention that this is quite possibly the most complicating battle system ever devised for a video game? Worst of all, you only unlock all the options on the battle system about 10 hours into the game, making it the longest game tutorial ever!

Then comes the items. You basically get loot from all the monsters you defeat in the game as well as the many treasure boxes littered around. Square even boasts that it has over 100 unique items. Wow! 100 unique items! But what do these items do you might ask? With the exception of the typical potions like ethers and phoenix downs, the rest of the items are solely for the upgrading of your weapons. Sadly, if you refer to a weapon upgrade guide (trust me, you’ll have to in a game like this), you’ll realise that most of them count for jack shit.

The Ugly

Pulse L’cie, Pulse Fal’cie, C’ieth, Bodhum, Cacoon, sometimes you have to wonder what kind of crack the translation team was on when they worked on the english version. It’s like they just discovered how to use the apostrophe key on the keyboard and decided to go on a rampage.

We now move on to the characters, which honestly are a pain to listen to (with the exception of Lightning). It’s not that their voiceover actors did a bad job, but because their dialogues are so poorly written. You are forced to sit through cutscene after cutscene of redundant blabbering that makes zero contribution to the actual plot progression. While I did mention earlier about how awesome Lightning is, Square has also managed to create quite possibly the most irritating character in videogaming history, Vanille. Don’t let the looks deceive you, just mute the volume everytime this bitch comes on. Full of incessant yapping, she is the voiceover to many parts of the game. Don’t say I didn’t warn you.

The Bottom Line

Let’s put it plainly, Square has taken everything that is great about Final Fantasy and threw it out in favour of a flashy battle system and higher budget cutscenes. FFXIII is basically a 40 hour grinding session littered about with a predictable story. Maybe I’ve been spoilt by the influx of great english titles during the holiday season, or maybe I’ve finally had enough of Square Enix. To call this game an ‘RPG’ would be a travesty against gaming. Don’t let the hype and grinding idiots fool you, just stay well clear from this game.

P.S. if you want a proper Japanese action title, pick up Bayonetta instead, it’s over the top as hell and has a far more rewarding battle style.

Sword Coast Legends: adventure creator or battle simulator?

Posted in Random Thoughts, Roleplay on June 17, 2015 by The Iron Dagger

I only came to know about Sword Coast Legends a while back, but as I catch up on whatever’s been released about it so far, it’s clear the prize bull being shown off is not the game itself – it’s the game’s DM Mode.

I felt déjà vu at first. Because Neverwinter hyped its Foundry as well, and the fruit of that hype sprouted rather low on the tree. User-generated content is great, sure, but there’s only so much you can do in an engine designed for pure combat.

Is SCL heading down a similar route?

Oh, I’ve seen the promises. But before I drink the kool-aid, I want to know a few things.

Well, just one. How big is the DM’s role here, really?

Can I design custom maps, and modify them on the fly to engineer, say, large-scale devastation?

There’s talk of design tools on the menu, so as long as that’s not a pay-gated feature, I’m good. Personally, I like to doubt it will be – it’s hard to imagine the Warcraft III map editor being sold separately!

And co-op? So the party cap is 4. The flexibility to add more would be nice, but fair enough. Now how do we hook up? Steam? Open lobby? TCP/IP?

I’m just wondering how we are going to find each other. DMing with friends is not really the same as DMing with random strangers. Though, that opens up an interesting challenge: creating maps/dungeons with stories that can accommodate any old Wild Bunch of characters. I can practically see the portal where SCL roleplaying enthusiasts pitch and evaluate games.

Speaking of that, what about storytelling? Will I be limited to environmental manipulation, or is there a layer of control for narration and flavor lore as well?

Challenging my ‘guests’ with a dark chamber that I can fill either with light or with hungry ghosts sounds rad. But I also want to be the voice of the deity rebuking them for their theft of the sacred chalice in the middle of the room. Or the last scrawlings of the long-dead spelunker who apparently died a mysterious death within yards of the prize.

If such control exists, is it real-time as well? Or limited to pre-written text blocks, delivered either manually or automatically?

This is the one thing I care about. Without native support for storytelling, this vaunted DM Mode doesn’t create adventures – it creates matches. Absent the story element, this is nothing but Diablo III crossed with the tower defense missions from the Incredible Adventures of Van Helsing games.

(I might even go as far as to say it would be just a deviant type of MOBA, and a crystallization of everything wrong with modern tabletop players!)

RPGs inspired by and aspiring to the genre’s golden age seem to be the new in-thing, what with Pillars of Eternity, Shroud of the Avatar, Underworld Ascendant, and so on. And each seems to be making a play at a piece of the old-school pie.

In this case, however, that’s a piece Neverwinter Nights already ate and digested over a decade ago. SCL is not only very late to the party – it’s got shoes stretched and pulled by a generation of true-blue roleplayers to fill. For the sake of that peerless tradition, I wish it nothing but the best.

4 things I’m rooting 4 in Fallout 4 #E32015

Posted in Random Thoughts on June 15, 2015 by The Iron Dagger

Fallout logo

Fallout 4 seems to be the darling of Bethesda’s day in the E3 spotlight. No surprise there. I myself nearly hyperventilated at the potential on display.

First, before I make any further remarks, my Nuka-creds. I’m a Fallout epigone: FO1 and 2 were before my time, as were all the spin-offs, and my introduction to the series was the entry people still malign as ‘an intellectual desert’.

But I played the daylights out of FO3, and thoroughly enjoyed it, at least until the buggy, wtf-worthy clusterbeep that was Mothership Zeta signaled the end. Then along came FO:NV with its shades of grey and its tear-jerkingly beautiful rendition of Zion National Park – and to this day, it’s the only Fallout title I refuse to uninstall.

Now we come to Boston, and my name is Dogmeat if it isn’t the most technologically advanced wasteland we’ve seen so far. These are the things I zoomed in on in what Bethesda showed us.

T-60 power armor

Whoa. All grown up now, are we? The classic model’s only a T-51! Wonder if that can still be found in Boston, and if we get any perks for wearing it instead of this new Iron Man suit?

Speaking of Iron Man, that shot of the player stepping into the armor from behind, Tony Stark-like, seriously caught me off guard. Never once did I imagine you put on power armor that way. Don’t you slip that helmet on, you know… like a motorcycle helmet?

Aesthetics aside, the game’s vaunted crafting system raises a concern for me. How long before searching for parts and tricking out my suit becomes filler: a time sink that doesn’t add to my enjoyment of the game? I guess I’ll know it the moment I realize I’m spending more time playing with armament options and less time out there dishing out wasteland justice.

Air power

I’m just going to say it: Holy Enclave Vertibird, Batman!

Throughout the franchise, the devs have made a big deal about flight. I’ve heard of a lone downed Vertibird you can find as a rare encounter in FO2, and in FO3, the Enclave is feared as the only fighting force in the wasteland to possess aerial capabilities. Now… it seems we’re going to have our very own chopper on call.

I’m guessing there’ll be free aim while we’re airborne, so it’ll be time to give those clunky miniguns I never used in FO3 and FO:NV the airtime (pun intended) they deserve.

And, I’m also guessing it won’t be a spammable thing. Those flares we use to summon the bird will probably be devilish expensive, or, if they’re craftable, a pain to assemble. Unless… this is somehow linked to fast travel. Elapsed time hasn’t meant a lot in FO4’s predecessors, but maybe things are different this time round. And if there are timed quests, then hell, cost or no cost, I’m covering them miles in the air!

The Institute

I haven’t had time to hyperanalyze the footage, but where is it?

When FO4 rumors first surfaced a couple years back, I seem to recall the Institute featured quite prominently. And since those rumors placed the game in Boston, which is now a reality… where are those eggheads? Footage shows their creations, synths, as enemies – but that’s it.

Would have been nice to show a shot or two of what’s become of MIT, after everything we’ve heard about it.

Well, though I don’t see anything on the year FO4 is set in, as long as it takes place after FO3 (it may, since the footage indicates it’s still 200 years after the bombs fell), we can expect to find at least two familiar faces there. Dr. Madison Li – and that heartless bastard Zimmer. I for one owe android man a lesson in humanity…

Air power (again)

Jetpacks. Come on. Can you blame me for being excited? This is, unless I’m misremembering something terribly, the first time ever in Fallout history we’re getting freed from terrestrial limitations in combat.

Death from above is now in the playbook. Think of the mobility. The expediency. The tactical advantages. I probably don’t need to fear Deathclaws any more! Wait, the damned things can pounce, can’t they… which means they can jump as well… and they can execute you now!

Okay, I think I’ll stick with the Vertibird. Aerial wasteland safari. Put my nightmares in the irradiated ground.

But that’s enough musings for now. I’ve been served a hefty dose of hype, but I’ve walked the wasteland long enough, I think, to know what I’ll be looking for in this game. To that end, I’ll sign this post off with this great quote from Belghast:

These style of open world sandbox games are not really about being told a story, but instead giving you a launch pad and a creative engine for you to wander off and tell your own story through your interaction with the world.  I love them so much because they give me the freedom to enter a world without deep narrative shackles.  They don’t care one bit if I wander off in the opposite direction the in game indicator is telling me to go, and find my own experience out in the wasteland.

Epic. Epic never changes.

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