Tag: Gaming (page 25 of 41)

The Rise & Fall of Blizzard

Let me tell you a tale, friends. Stay a while, and listen…

I tell the tale of a software company that once could do no wrong. They took some time rousing themselves to craft their stories, but when they did, they were epic. I tell the tale of Blizzard.

Courtesy New Line Cinema
Blizzard, before the dark times

Warcraft. Starcraft. Diablo. Even the nearly-forgotten The Lost Vikings spun a story that is remembered and loved by those who played it. The worlds that Blizzard forged in the fires of fantastical imagination and occasional touches of dark humor were all memorable, but arguably the most impressive was the expansive world of Azeroth. Blizzard then rocketed into legend by inviting players to become a part of that world, instead of simply an aloof sky-dwelling controller of its armies, with World of Warcraft.

There was no question that the game broke new ground in the MMORPG market, immersed players in a world they’d only seen from afar previously, and rocked people’s faces clean off. Clean. Off. But the good times were bound to not last. With a successful expansion was released and expecting another, top-level executives decided that Blizzard could no longer rule alone. Foisted upon these tellers of stories was the guitar-peddling duty-calling peddlers of software snake oil, Activision.

Courtesy New Line Cinemas
Activision, long after the Atari days had passed

Activision wasn’t always the way it was when it began to rule alongside Blizzard. Once upon a time, games like Pitfall!, Starmaster and Kaboom! were the order of the day in the heady bygone age of the Atari 2600. The first few acquisitions Activision made after that, like Infocom and the Mechwarrior license, did not seem to be bad decisions. But Activision could not stop. More and more studios fell under its control, until very little of the original game-creators remained, smothered under big-name franchises and weak sequels.

It was not long after this decision that things began to change in Azeroth, as well. More of the game’s content seeped out of the in-game realms and into places like the Armory. At first, this was not a bad thing, as players could interface with their beloved characters more often and more freely. However, soon Blizzard began to offer more services and even in-game items with the exchange of even more of the hard-earned cash players were using to maintain their connection to Azeroth. And then, the announcement came that the newly-implemented RealID would be used not only to allow players separated by realms to communicate with one another, but to remove the anonymity of players posting on Blizzard’s forums by displaying their true first and last name. It seemed that Blizzard had forgotten who we were.

Courtesy New Line Cinema
Blizzard today

What caused this change? How did something that started out so heroic, epic and simple become so mired in these changes, these services, this utter nonsense? A full day of rage consumed the Internet, but slowly the truth began to come to light. Playing in an MMO is something of a social activity, and the most titanic money-spinning scheme on the Internet, even bigger than anything Blizzard could ever concoct, was the presence of social media. To produce even more revenue from the already embarassingly profitable world of Azeroth, Activision Blizzard was moving that franchise in the direction of the sort of constant bombardment of advertisements, updates and links that typify the social media quagmire.

A little research makes things all too clear. Very quietly, at least to the ears of some (like me), it had been announced that Battle.net, the online service allowing players of Blizzard’s games to interact with one another before World of Warcraft ever came along, would be integrated with Facebook. Now we see the truth: Facebook is unsatisfied with its Farmville and Mafia Wars players. It has seen the amount of attention, money and time given to Azeroth and looks upon those figures with envious eyes. It must increase its base of power, and do to so it is slipping into World of Warcraft by any means necessary, bringing those who play it further into its clutches.

Courtesy New Line Cinema
Facebook, contemplating its future power

How do we stop this, one is left to wonder? Is it possible for Blizzard to shake loose the presence of these vultures, make some sort of return to what made them great and earned them so many fans? Or is all hope lost, the descent of World of Warcraft into a very pretty & Facebook-integrated version of Evony inevitable? The end which I foresee for this tale is too woeful for me to put into words. I wish to hears yours, however. How do you think this tale will end? Are there still good days ahead for Blizzard? Or is now the time to fully embrace the cleansing power of Steam?

(And which Lord of the Rings character should represent Valve in all of this?)

EDIT: It appears that the crisis has passed. The voice of the people has been heard by Blizzard. The aftermath of this announcement is discussed, in brief, here.

Counter-Strike:Source vs. Team Fortress 2

Courtesy Valve
Courtesy Valve

I was given a guest pass for Counter-Strike: Source during the Steam sale. I was curious to check it out. I haven’t played Counter-Strike since my college days, and since then I’ve discovered the likes of Team Fortress 2 and the Left 4 Dead games to get my co-operative shooting action on. With TF2 being the closest cousin to CS:S in terms of gameplay, the comparison seems inevitable, so let’s toss these two in my blood-soaked cage and see what happens.

Premise

Counter-Strike:Source sells itself as a quite sober affair. Terrorists plant bombs in locations, and the Counter-Terrorists (CTs) work to prevent said bombs from going off. That’s pretty much it. It allows the game to become something of a shooty sandbox, filled with actual sand (on some maps). This simplicity isn’t necessarily a bad thing, but it does make things feel a tad big generic.

Team Fortress 2 is the ongoing struggle between two rival companies over a few scraps of land. Instead of the rather serious tone CS:S strives for, however, TF2 is much more interested in the fun factor. While a rather interesting and somewhat elaborate back-story continues to emerge for both the overall premise and each member of the team, none of it seems involved so much with taking itself seriously as it is with being awesome.

CS:S 0, TF2 1

Cast of Characters

Courtesy Valve

CS:S‘s characters are a bit like its premise. You have Terrorists and CTs. Other than some aesthetic differences between, say, the SEAL team and SAS, the characters are completely interchangeable. The only way to really differentiate yourself is to constantly buy a particular set of weapons & equipment that suit your style of play. There really isn’t much more to say about it.

TF2 has a cast of characters that each have a unique look, voice and style of play. While there’s no appreciable difference between playing a Terrorist or a CT in that other game, you cannot play the Heavy and then switch to the Scout or Spy expecting to play the exact same way. You don’t have to know anything about guns to find a class that works for you. Again, there’s very little getting between you and just having fun with the game.

CS:S 0, TF2 2

Look & Feel

Courtesy Valve

Counter-Strike: Source looks good. The different gun models are pretty accurate, the maps feel realistic and the frenetic pace of the game puts one in the mindset of a tense situation with a clear objective, be it planting the bomb or preventing the explosion. It also, unfortunately, veers towards the same realism as Call of Duty or Battlefield meaning that as accurate as the maps might be in simulating a desert town or an old Aztec ruin, for the most part things are not going to be looking very bright or fresh, but rather somewhat dirty and used.

As I mentioned previously, the look & feel of Team Fortress 2 is somewhere between The Incredibles and Sam Peckinpah. Brightly colored animated characters who gleefully blow each other to bloody smithereens. The maps are still a bit drab, at least the default ones from Valve appear that way, but that’s because most of the land being fought over is located in a desert. Still, I hope I’m not alone that the generic CS:S calls of “All right, let’s move out.” or “The bomb has been planted” are not quite as entertaining as “CRY SOME MORE!”, “You got blood on my suit”, “Stand on the freakin’ point, dumbass!”,”Wave g’bye t’ yer head, wanker!” or “SPY SAPPIN’ MAH SENTRY!”

CS:S 0, TF2 3

Customization

Courtesy Valve

There’s a surprising amount that one can do with Counter-Strike: Source, given that it’s somewhat bare-bones. One of the servers I played on used a mod to give players races, powers and items inspired by Warcraft. Yes, people can be Night Elves, Forsaken and even named characters like Thrall and Archimonde when playing this mod. It’s interesting and I have to appreciate it from a programming standpoint, but I couldn’t shake the feeling it was an effort to make CS:S more interesting.

TF2 lets you make custom maps, and I’ve seen some interesting modifications to class items, some of which have made it into the live version of the game – the Pain Train melee weapon, for example. However, you’re not as likely to see these mods as you are those created by people playing CS:S, so while the CTs get the point, it feels to me like it wouldn’t be necessary for such extensive changes to be made to CS:S by the community if the game had more to it.

CS:S 1, TF2 3

Community

Courtesy Valve & Scout's Mom

Counter-Strike:Source players are aggressive. I don’t just mean in play styles, either. They’re so focused on blasting the opposing team with either their simulated firearms or another homophobic epithet that they won’t answer simple questions, like where one could find information on key binds. It’s tough being a new player, too, because the first clean kill you make is sure to be met with curses and accusations of hacking the game. At least, that was my experience.

In comparison, Team Fortress 2 players seem more interested in helping one another in having a good time. Now, maybe it’s because I play on the Escapist servers more than most others, but most of the epithets that come my way are in the form of a backhanded compliment. A frustrated vocalization is far more likely to be met with a sadistic, good-hearted giggle than the accusation that you like it rough from men with hairy bums. And when you get your revenge, you’ll probably be complimented on it. You’ll have the occasional immature mike-spammer, but on PC servers at least, they won’t last long.

CS:S 1, TF2 4

So that’s how it plays out in this cage, folks. The CTs get their butts handed to them by the gleeful mercenaries of RED and BLU. To me, Team Fortress 2 is a lot more fun, challenging and rewarding than Counter-Strike ever was, and when my guest pass for CS:S expires I will not be all that interested in playing just about any other co-operative shooter than…

…Wait, what’s this Killing Floor game my Escapist chums keep talking about?

Looks like we’ll need to spray down the cage sooner than I thought…

Full Steam Ahead

Train

The Steam sale has pretty much reached its conclusion, and has saved many lives. After all, bees can kill with their stings, eating outside is a good way to attract ravenous bears, and have you ever taken a soccer ball to the face? Damn. That’ll mess you up. Never happens when playing Steam games.

My first order of business during the Steam sale was to round out my PC’s version of The Orange Box. I finally got my hands on the full version of Team Fortress 2. User-made maps, Valve’s great updates, the works. I fired it up on the X-Box once later, and really, it’s not the same. You never find anything cool as you play, you only have a few generic achievements to pursue and you’re limited to about five different maps. Boring. I’ve been playing on the PC exclusively ever since. Along with Half-Life 2 Episode 2, I also downloaded Garry’s Mod at the same time. I haven’t played with it much yet, but the idea of a sandbox with a physics engine and a fully-functional programming language for me to play with is very appealing. It’s a back-burner, percolating thought. I’ll get back to it later.

Left 4 Dead and its sequel is a great deal of fun. The idea of being one of the last few humans alive fighting against a slavering horde of one’s former fellow man is both harrowing and kind of exciting. Especially if there’s plenty of ammo & pain pills laying around. The best part of these games, though, is playing with friends. There’s nothing more satisfying than shooting zombies off of a friend, and nothing more terrifying than getting knocked down and wondering if the undead will tear off your head before your buddy can come to your aid. I’m looking forward to playing more of it.

My next likely fodder for a game review, however, is The Witcher. Being an old hand at role-playing games, and having played through the likes of Mass Effect and Dragon Age, this game seems right up my alley. I do still need to finish Dragon Age’s expansion, so it’s almost a race between it and The Witcher, and Awakenings has a head start. Of course I need to take time away from World of Warcraft to play either of these when I want an RPG fix.

There’s plenty of writing to do, as well. The holiday weekend is meant for recharging my batteries, as is the upcoming family reunion in Mystic. But for now, in terms of gaming, it’s full Steam ahead.

The Advantages of Steam

Courtesy Valve

Summer is here. To celebrate, Steam is having a mind-blowingly brilliant sale. They’re offering discounts on many of their packages – titles from publishers like Valve, Square Enix, Atari, Rockstar, etc. But it doesn’t stop there. Every 24 hours or so, they slash the prices on a few titles. So while normally a game that may interest you may be a bit on the pricey side, if you can catch it during this sale you’ll save a ton of cash. But why spend money on games at all? I mean, sure, you can pick up Torchlight for $5 and have Diablo-flavored fun with fresh graphics and an adorable animal sidekick while you’re waiting for Diablo III to emerge from Blizzard, but why do it through Steam instead of GameStop, for example?

I’m glad you asked.

W+M1

This has less to do with Steam specifically than it does with PC gaming in general, but for me, the control scheme of keyboard & mouse is superior than those for consoles. By this point, yes, I’ve gotten used to moving one thumb to push my digital avatar forward while the other thumb lets me look around. But when I return to a game like World of Warcraft and have more than a couple buttons at my disposal, the result is actually more immersive and has a great deal of potential for flexibility.

Take Team Fortress 2, for example. On the X-box, one of your precious few controller buttons calls for a medic, another does a taunt. You can hook up a headset to use voice chat, but unless you want your team hearing what you’re yelling at your spouse, you’ll need to move your hand from the controller to flick the mute switch. With the keyboard attached to your PC, you have a lot more options for communication. Many more voice commands are available for your character, and if those aren’t enough, the voice chat option operates with push-to-talk functionality, rather than being on all the time. And all of these are at the fingertips of one hand, while the other controls your viewpoint, combat commands (shootin’, etc) and weapon selection. It just makes more sense to me, but then again, I’m a crotchety old man set in my ways.

What is this DLC you speak of?

Another big difference is that not every developer wants to nickel & dime people for DLC. To Valve, DLC is called ‘updates’. None of the new maps, weapons or headgear available to players of Team Fortress 2 on the PC are accessible on the 360, because Valve doesn’t charge money for them, and they aren’t going to. Those games that do charge for DLC – Borderlands for instance – can do so via Steam if they choose, but it’s not a requirement. This again points to Steam being a more flexible and open-ended engine for content delivery than, say, X-Box Live.

Community Service

It could just be a matter of perception, but based on my experience, the community around Steam seems more constructive and geared towards fun than that of X-Box Live. There’s nothing wrong with a spirit of competition, but getting yelled at by twelve-year-olds who have nothing better to do than polish their console shooting techniques in preparation for the next Halo title isn’t exactly my idea of a good time. You’ll get the occasional loudmouthed loser on Steam, as well, but at least the admins of those servers can kick said loudmouths with a quick keyboard command. Good luck doing that with a console.

No Motion Controls

I think it’s going to be a long, long time before we see anything like Garry’s Mod hit consoles while developers are so hung up on things like motion controls and 3D. To me, gameplay innovation should about what can be done with the games themselves, not how one sees or controls them. Does nobody else remember the Virtual Boy? Am I the only one who thinks that adding extraneous peripherals to gaming consoles is a path leading to a dead end in development? I guess while everybody’s flailing around their living rooms trying to find ways to make that fun and unembarrassed, I’ll be playing with rag dolls in a physics engine. I’ve even had a couple of series ideas.

Not comedy, though. Das Bo Schitt has that covered.

So yes. When I’m not writing, watching movies with my wife or playing World of Warcraft with her, I’ll be Steaming things up. Unless something exclusive to the consoles hits, like War for Cybertron. I mean, come on – from what I understand, somebody finally brought back what made the Transformers awesome in the first place.

Game Review: Maschine Zeit

Welcome to post #300. THIS! IS! ALCHEMY! *boots Edward Cullen into a bottomless pit*

Courtesy Machine Age Productions

I’ve written previously about a little game called Maschine Zeit. It’s about time I did up an official review of it, in the spirit of promoting it, and if I were to sum it up it one word, it’d be “atmospheric.”

In any form of horror-based narrative, any situation where we’re to be put on edge if not scared out of our minds, there needs to be the element of the unknown. We fear what we don’t understand, and we can’t understand what we don’t know, or can’t predict. Basically, effective horror uses the unexpected and springs it on us, whether it creeps across the floor inexorably with stringy hair across its eyes or latches onto us for a mouthful of brain as we round a corner. If we see it coming, it’s not scary.

Maschine Zeit gets that. Boy, does this game ever get that.

The year is 2110. The Machine Age has begun. Humanity is, for all intents and purposes, on its way out. A series of events have put the bulk of the population back on their heels, trying to get their bearings. A population control method, moving people to giant space platforms tethered to the Earth, has not worked as planned. Among the other disasters, gamma radiation bathed the stations and killed most of the people there. This ray burst had two other side effects now coming to the attention of the curious, the adventurous and the insane on the planet below. One, the radiation has changed some of the metal on the stations and given it almost supernatural properties. And two, rumors abound that the radiation has caused the stations to be haunted with strange bio-mechanical beings that were once human. This is the story of Maschine Zeit, the game of ghost stories on space stations.

A lot of tabletop games have one person laying down the tracks of the plot, while the players decide how quickly and with what sort of engine they’ll proceed down those tracks. It’s an effective method for telling collaborative stories, be that one person called a Dungeon Master or a Storyteller or what have you. In Maschine Zeit, the Director might have some plot ideas, but they are not in control of the story. More accurately, they have just as much control over the story as you would as a player. Its system supports ensemble work, a true collaboration of creative minds. No one character is more important than another, and the Director does not impose their ideas on the group.

Courtesy Machine Age Productions

The way the game is designed, every character has a goal, and achieving that goal leads to a moment in the spotlight. Instead of the timing and circumstances of those moments being entirely up to the Director, the players take steps along the way in their journey through still, decaying sci-fi environments inspired by Pandorum or Dead Space. Not everything will go as planned, of course, but when thing are at their darkest and most terrifying, there’s a chance, built into the game’s narrative structure itself, that a player in that situation will seize control of it by saving a fellow player or destroying the monster-thing with an ingenious trap or uncovering some forbidden truth or getting that bit of magical metal to do exactly what they need it to do. Arriving at those moments, taking the reigns of the narrative and watching the dice fall into place as fate agrees to allow that moment happen, is the very essence of Maschine Zeit.

It’s not a game for everyone. It requires thinking on the spot and its subject matter and atmosphere are not for the faint of heart. But if you find yourself interested in this vision of our future, drawn to the mystery of the stations or just curious about how exactly the aforementioned moments work, check out Maschine Zeit. It’s available today (6/22) on DriveThruStuff.com, bundled with an introductory adventure for a bargain price. You can do a hell of a lot worse if you want an experience that blends horror, science fiction, and tabletop gaming in a way that you will not soon forget.

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