Category Archives: Thoughts

StarCraft 2, man

Starcraft2Screens20

Over the last few weeks, I kinda dedicated a good portion of my leisure time to playing StarCraft 2. Well, more than “kinda.” I have dedicated a good portion of my life to the game. It’s been a ride, man — a 0-60 thing where I’ve started from zero skill to being able to handle some business at the top of Silver league 2v2. It wasn’t too hard. I had a new pal really hold my hand through the learning process and I’ve approached the game in an oddly academic way, soaking up what I can from professionals and wikis. Currently, I’m banging my head against a skill wall. I’m just… not fast enough to roll with folks in Gold. It’s frustrating beyond belief that finger speed, of all things, is killing me.

I’m writing this, I guess, because a lot of folks are like “what are you doing this is not a Brad Nicholson joint.” They’re right. This is not a game I’d usually play. I don’t know exactly why I’m being drawn to it, but I can say this: this game’s competitive play is on a different plane of existence compared to every other game I’ve checked out. It’s harder and faster and requires more skill, knowledge, and dexterity than shooters and, to some degree, Lord Managmenent games like DOTA 2 or League of Legends. Maybe I just subconsciously love the weird challenges this game brings into my life. I gotta admit, the winning feels good. On the other hand, the losing is awful because you don’t just lose, you get ANNIHILATED.

Anyway, basically I don’t know why I’m playing. But it has sucked up all my free time. Crazy, right?

I’m not so sure about the PS4

PS4-Header

I guess I should write something about the PS4? That seems like a thing people want me to do. Look, I’m not too stoked, and it’s not because the system isn’t beefy enough or that it won’t have OK-to-great support from Sony throughout its cycle. I’m not all that stoked because launch hardware usually isn’t good. Neither is the software. Chances are that it’ll take up to a year for this thing to hit its stride and by then there’ll be a new thinner, and presumably, much more technically sound and less expensive PS4 on the market. This is just how this stuff seems to play out.

Granted, there’s a lot of cool ideas going into this thing. For one, I really dig the “watch you buddies play the game you want” feature. Now, if that actually rolls out on the console at launch or not is another thing entirely.

Side-note: man, it’s been forever since the last console launch.

[image via The Verge]

On Kentucky Route Zero

KRZ-1

If you’ve got 20 bucks, about an hour, and a love for the surreal, Kentucky Route Zero seems like a game that’ll be up your alley. I’ve been playing through the Steam version this morning, soaking up the all the oddities and thinking about how different it feels from everything else I’ve played. It’s definitely an edgy adventure game. There’s really no puzzles. Instead, what you’re tasked with is figuring out the meaning behind what you see, do, and experience.

It’s kind of a trip, really.

Dead Space 3 and horror talk

DeadSpace3Header-2

Over the last few days, there’s been a lot of discussion about horror games and what makes a good horror game in light of Dead Space 3′s reviews, which have pounded the game for not being scary enough. People are settling on pacing and combat design as the culprits since the game is kinda twitch-y. The faster pacing just isn’t turning the collective crank, so to speak.

Conversation’s good, but I don’t think I like how we’re all kinda agreeing on what makes horror a thing. Horror, like comedy, is subjective. Stuff that scares you might not scare someone else, sort of like how some folks think Dave Coulier is the funniest guy on the planet and some of us don’t. To each his own, right, so can we cut it out?

I’ve been playing Dead Space 3, too, and yeah, it definitely hasn’t had me shaking in my boots. But, it’s not like it doesn’t have horror elements — isolation, chaos, dread and hopelessness are all conveyed at some point or another. I’m curious to hear what the wider audience thinks as they really start digging in.

Tons of THQ assets are owned by other publishers now

20110112180328!THQ_logo_2011

The landscape of the industry changed a bunch yesterday after the THQ auction. A lot of studios where sold to other publishers and a lot of IP changed hands. Here’s an quick run-down of what went where and for how much:

  • Sega purchased Relic for a cool 26.6 million
  • Koch Media / Deep Silver grabbed Volition and Metro: Last Light for 22.3 million and 5.9 million, respectively
  • Take-Two bought Turtle Rock’s “Evolve” for 10.9 million
  • Ubisoft purchased THQ Montreal and its two games plus South Park: The Stick of Truth for 2.5 million and 3.3 million, respectively
  • Crytek secured Homefront 2 for 500K, oddly.

In a big bit of bummer news, Vigil Games was left out of the bidding party. Apparently, the studio shuttered immediately yesterday following the news, which probably says a lot about its financial situation following Darksiders 2. Regardless, this blows. Darksiders was a breath of fresh air and there was a ton of talent at that place.

I don’t think it’s any secret that THQ has published some of my favorite games over the last two years. I really clicked with the “core” stuff it was pushing out. I hope we’ll see a lot more of the same from the studios that went to other publishers.

Also, Space Marine 2 NEEDS to happen.

Alien Swarm is like the best thing ever maybe probably

alienswarmheader-1

I’m three years late on this, but hey whatever, Alien Swarm is a radical game that you should totally play if you can scramble three pals together. For me, it scratches that high-level co-op play itch that Left 4 Dead 2 often does, except with the added bonus of not being as reliant on everyone executing perfectly. This is really nice if you’re into more lean back experiences.

I guess the big knock against Alien Swarm was its lack of campaigns. There’s only one, and there will probably continue to be only one since Valve owns the IP now and doesn’t seem all that interested in making games or game stuff anymore. BUT there was — and maybe still is — an awesome mod scene for Swarm. We played a three-mission mod called Paranoia the other night and had an absolute blast. The mix of over-the-top action and downtime was perfect. Check that out, too, if you haven’t.

I’ll keep playing Swarm on the HAWP Twitch until I burn Anthony, Grant, and Uli out on the game. Hopefully, that doesn’t happen anytime soon.

I dunno about you War in the North

ss_be1ec5057ee5cebc57d2b902b8ca9cbb00046f3d.1920x1080

The Lord of the Rings: War in the North has a host of problems, but the one that sticks with me is the combat design. Instead of creating instances that compliment the pretty shallow hacking and slashing, Snowblind Studios opted to double down on a nonexistent strategic component that does nothing more than showcase how ill-equipped you, and the game, are.

Take this scenario, for example. In the second-to-last chapter or so, you’re thrown into an arena. Two armored trolls pop out of a monster closet accompanied by faster, more agile villains that can shred you instantly if you don’t pop off a block. Your goal is to protect a door at your backside. Fail to do so and game over.

The trolls are mega powerful and require some pretty intense focus firing to bring down. But stupidly, the trolls’ AI are laser-honed in on the door as opposed to you. They don’t even look at you if you attack. Instead, they run to the door, ignoring all damage taken, forcing you to move to them as they pound door’s health at an alarmingly fast rate. As you do this the agile villains will annihilate you. You can’t block here because you’ve afford to not stop attacking the trolls, but these guys will be your death if you don’t. The end result is constant restarts.

It’s a lose-lose. There’s nothing you can do here. There’s no spell that staggers trolls long enough to do meaningful damage. There’s no AOE that hits both for any meaningful damage. There’s no potions you can take to get a sizable bump during this moment. You just watch, and die. It’s just awful design, through and through. What are you supposed to do here?

This section felt sorta unbeatable as I played. But after wiping a few times, one of the trolls glitched into a wall, allowing myself and a bud to focus on the other one and win the scenario. Kinda nuts, if you think about it.

There’s a lot of different scenarios that play out similarly to this. You get a feeling of helplessness as you watch the bad AI, bad pathfinding, and poor combat all collide.

I just don’t get why Snowblind didn’t just take the combat at face value. It’s dull, but that’s not the end of the world. It could have leveraged other things to compel the user to keep moving forward — things like, you know, loot, interesting set pieces, the thrill of killing thousands of bad dudes, and maybe a touch of decent story. I would have dug in as opposed to pulled out.

The Darkness 2 makes me feel all funny on the inside

thedarkness2header-1

I’m a bit late on this one, but I just have to throw this out there: The Darkness 2 has some surprisingly effective intimate moments between Jackie and Jenny. You sorta buy in as you play, settings, violence, and themes be damned.

I kinda feel like a crazy person saying this since, you know, mechanically speaking, The Darkness 2 is a game about ripping dudes’ throats out with tentacles while shooting them in the face with two guns at the same time. It’s also brimming with outlandish scenarios and settings that you’d figure would kill any chance the game has of building an actual human relationship.

If I had to pin down why the love story actually works it’s because Digital Extremes isn’t afraid to let scenes between Jackie and Jenny linger. You look into Jenny’s eyes for minutes at a time as you participate in honest down-to-earth conversations in, most of the time, regular-ass places. There’s a component of longing, too, that builds when you hit the asylum. You spend an awful lot of time in that place powerless and wondering about the truth. It gets uncomfortable. You sorta feel that tingle Jackie has for Jenny.

I guess the first Darkness made some waves on this front, too. Pretty neat to see a new developer pick that up and run with it. And who expected The Darkness 2 to have anything to share outside of QUAD-WIELDING. Wild stuff — I’m impressed.

Whoa, Binary Domain is my latest jam

binarydomain-1

You know, Binary Domain is pretty awesome — and for reasons that I didn’t expect it would be. The writing, in general, is pretty smart. In particular, there’s some sharp dialogue and decently rounded characters to go alongside a banging plot that touches on a couple of those interesting “atomic age” philosophical questions. I’m impressed.

I’m having a blast with the action, too. Some of the animations — snapping to cover, running, and pulling up a rifle — are stiffer than I’d like, but overall, the combat and combat design is solid and thoughtful.

But maybe most impressively, Binary Domain seems to know that it’s a third-person, cover-based shooter in a world clotted with third-person, cover-based shooters. It plays with expectations, changes the genre formula up, and executes on its own ideas and twists pretty well.

I couldn’t be happier with this thing. Consider giving it a look if you’re bored during the holiday. It’s on sale like everything else on Steam is, at the moment.