Showing posts with label GOTY. Show all posts
Showing posts with label GOTY. Show all posts

Thursday, January 5, 2012

A wider point of view, The Title Fight

The two game most FPS gamers were keeping eyes on were Battlefield3 and Modern Warfare3. A lot of us were wondering if BF3 would make the same impact as its predecessor. Battlefield2 was the first game to use the modern combat setting but it was Call Of Duty 4: Modern Warfare that made it popular. Since then the market has been bombarded with a CoD every year. Pointing the way for rival shooters through sheer success. But as the novelty wears off, a lot of gamers are getting tired of the formula. Though the quality and production values of the series are what makes it such a hit every time. The reward-a-minute treadmill might have something to do with it too, and so might the stiff online competition. The gameplay is fast, often rage inducing and frustrating. But when things go your way, it's an ideal way to blow off some steam after a day's work. I should know. The game has to cope with diminishing returns however.

When games like Crysis2 and Homefront tried to copy the formula, some of us got a case of desperation because you couldn't buy a AAA shooter without getting a good dose of Call Of Duty with it. This fear persisted all the way through the development of Battlefield3. Even though most of us who played Battlefield2 knew that series had a lot more going for it. But more importantly, it had different things going for it. From the direction the Bad Company games were going, more console focused, we had little reason to be overly hopeful. But Battlefield3 turned out as an incredible step forward from Bad Company. And while it incorporates a few select innovations from CoD, the game turned out something else. A game with a very high skill cap, not only does a player need to know what role to play at what time, he needs to know it on foot, in tanks or in the skies. And he has to be a team player. This alone isn't the novelty though, but the way the game was made and the way it plays are. The pixel perfect user interface alone makes it stand out compared to the bulky font and laggy mouse found in the MW3 interface. The entire layer of post processing, and colour separation in BF3 also apply to the interface. When I first saw it in the beta I had the wide eyed look of a child who discovers that his new toy not only looks shiny, but also transforms into a robot. It looked so very expensive.

MW3 sticks to its guns. It isn't a spoiler to say that MW3 is "like MW2 but newer". A mark of the stagnation of Call Of Duty, which is just as well because the sub-series has now come to a close. Right on time for the end of the Xbox360. Does this mean that CoD is beaten by default? Not really. And I wager Activision doesn't see it that way either. Queue Black Ops 2 for November 2012 as the swan song of the CoD series as we know it. Another sign of decline could be measured in its players. I'm not saying we should crack open their skulls to examine the dopamine levels but instead look at their dedication. CoD4 was played for two years. And if you're a competitive player, you still do after 4 years. MW2 was actively played for 1 year and wasn't even that good. Black Ops was hot for about 3 months and now MW3 already seems on it's way out after only 1 month. It's hard to tell if it is because MW3 is considered to be slightly less good than BlOps was or if the formula has run its course, regardless of MW3's quality. Battlefield, with its new engine, bigger scope, more interesting shooting mechanic, seems the title to beat now. But still, it seems a very frail reign if we base this claim on sales.

Truth be told, CoD and Battlefield aren't that similar conceptually. They share the modern combat setting. Both have a team deathmatch and the M16, Americans and Russians. But they also share the mudslinging ad campaigns. To the untrained eye, both are advertising the same game! They aren't, but the perception is still there. Neither companies are informing otherwise because they actually are rivals. Both would want the public to buy their game, and not the other. If we go on customer loyalty, Call of Duty takes the lion share. As console popularity has given it the biggest audience. BF vets are almost always on PC, where the series by and large stayed, and are a minority.

As predicted earlier, Call Of Duty remains the more popular of the two. And as long as there's another dollar left, a company will keep making its product. Even to its own detriment. I'm not sure Activision has the audacity to carry the franchise into the future on the same tech though. Which in turn means that Activision will have to procure a new next gen engine to power their franchise for the next generation of consoles if they do. They will, Call Of Duty is a very important money maker for Activision.
This dependency is where Activision may have a problem.

Not a typical PC publisher, Activision has yet to show off a next generation engine or a game using one. Others did, EA has the Frostbite2 engine from DICE. Bethesda has the Rage Engine from ID. THQ has a few projects, Nexuis & Homefront2, using Cryengine3. And no doubt EPIC is working on a next generation iteration of Unreal Engine 3. Unfortunately I was only moderately impressed with the Good Samaritan Trailer they showed at GDC 2011. But we have yet to see a game using it.


Out of all these mentioned next generation engines, Frostbite2 has seen the most actual use thus far. Need For Speed: The Run used it, and rumour has it Dragon Age 3 will use it too. It's no stretch to say that the next generation of Mass Effect, Medal of Honor and Dead Space games will use it too. Just a few weeks ago, Bioware has already confirmed it is using Frostbite for the upcoming C&C Generals2. And then there's Respawn. The original CoD developers, now with EA, who are poised to fill the void that CoD will presumably leave in the next generation if it fails to reinvent itself.

Maybe the future for CoD as we know it today, lies with a free to play model, not unlike TF2 or Battlefield Heroes. A hardcore shooter running through a browser isn't new either. It could be an opportunity to bundle the entire Modern Warfare series onto one unified platform. With all maps, all weapons and a selection of balanced perks. Optimizations could even be made to create a Pro Mod to promote professional play.
Since the specifications to run CoD have become far below those of the standard PC, it can live quite a few years longer in this form, using the same engine, generating revenue through micro transactions or subscriptions. Away from the bleeding edge of technology, where expectations are more tempered. A key ingredient may be the social aspect of CoD. The basic framework is already in place: Call Of Duty Elite. The community site where player's multiplayer stats are shown on profile pages. People can watch video content, participate in community activities, start community groups, etc. Activision has delayed, or aborted according to some sources, the PC release of CoD Elite because they are worried PC gamers will mess with the statistics.
My inner cynic would rather think this story is hogwash because when was this company ever worried about PC gamers or what they did with the game? History has shown that Infinity Ward didn't care in the least about what the (PC) community did. Glitches, exploits and hackers in MW2 didn't push the developer into any sort of action. I'm also not inclined to think IW has had a change of heart, after the stellar job Treyarch did in supporting Black Ops, because the proof is in the pudding. MW3 has no Dedicated servers and no accessible in-game console. The buggy release version and no CoD Elite only add insult to injury. To further tarnish IW's image, this just happened. My guess is it will go unresolved. PS3 users have my condolences.
An argument that comes up time and time again is piracy - by now the oldest cliché in the book. In the case of Activision it's mind boggling considering what its other half, Blizzard, has been doing on PC for years. If a game runs through a (web)client with a bunch of server side operations, its useless to pirate. MMO's can't really be pirated.

DICE is halfway there with BF3 as the game launches from the web browser. Plus Battlelog is available for all platforms. And it's great. So great in fact that I'd wish other EA published games, such as Crysis2, Battlefield Heroes, Mass Effect3 MP, Medal of Honor and the upcoming C&C: generals 2 would use it. The statistics it tracks are useful, the internet browser server browser, yes you read that right, is the quickest thing and the social interaction is just logical considering the time we live in.
It almost goes without saying that BF3 is a pureblood PC shooter. It's very customisable: FoV, dedicated servers, a long list of tweak able variables. A PC gamer marvels at the mere sight of it all. Rendered in a brand new engine that pushes our hard earned computer hardware. Meaning, of course, that the graphics look absolutely stunning. Just look at this clip from FRANKIEonPCin1080p.

I'm tempted to write a good review on it, I really am. But those are so hard to do, and might even be superfluous considering the game speaks for itself. I recommend it as it is, in my opinion, superior to MW3 in every meaningful way, as a serious FPS.

And With that I'll leave you with some BF3 entertainment by BirgirPall. Enjoy, and have fun.

Tuesday, January 5, 2010

Game of 2009: Dragon Age: Origins

For a game that is so heavily story based I think I can still place my fondness of it on its gameplay. It had been a while since my last party based RPG. Yet, it felt familiar. As if I had switched on the light in a room I hadn't been in for years, and everything was still the way I left it.
Dragon Age (DA) feels like the distilled gentlemen's version of what a party based RPG should be. It's for people who grew up playing Baldur's Gate, Icewind Dale or Neverwinter Nights. Or for the hardcore MMO players of today. It's for people who enjoy a methodical approach to combat, who enjoy tactics with an abundance of skills and spells. There's somewhat of a contradiction in there though. The thing that is most striking about this game is the evolution it shows. An evolution that has been made in the MMO genre. And it's quite a simple one at that. It's what a lot of MMO developers call the "holy trinity". It's the steady base upon which party tactics are built. The tank, the DPS and the healer. These classes are mirrored in the base classes of the game. The Warrior (tank), the rogue (DPS) and mage (healer). Of course there's plenty of cross-over so Warriors or Mages can have a DPS build, and there's class specializations that push characters into a certain direction, change party tactics or just make a class excel even more in what they are supposed to do.
But it's no wonder that Dragon Age has been called a single player MMORPG. And that's a good thing. A single player game can sidestep most of what is (almost) impossible to do in an MMO, and that is to have a lasting effect in the game world. Cause and effect is also one of DA most remarkable features. From beginning to end there are choices that have to be made and most, if not all, have some sort of effect, either small or big, later in the game. No other company but Bioware has been quite so adept at crafting a narrative structure like this in such a cohesive and new universe.

Congratulations Bioware, again! Dragon Age: Origins is my personal Game Of The Year 2009. Other possible contenders were Team Fortress 2, Street Fighter 4, Dawn Of War 2, Modern Warfare 2 and Torchlight.

There's a few more thoughts I'd like to share about DA. There seems to be an overarching storyline, regardless of the player's chosen origin and it's that of mages versus the Chantry. In modern terms one would call it Science versus Religion. A theme that really speaks to me. The mages being represented by the Circle of Magi and several independent more experimental mages. The Chantry is a matriarchal church lording over the Circle with an army of Templars. Who are basically Paladins - church warriors - who've been conditioned through indoctrination and Lyrium, the game's fuel for magic, to hunt down Rogue or dangerous mages. Their partial immunity for magic stems from training and lyrium addiction but destroys their mind in the end. The setup for this hierarchy of powers is because Mages have the potential to bring Demons into the physical world if they are not able to resists their seductions in the fade. The fade is the game's version of the dream world into which mages can enter with full awareness. For those who've read any of Terry Pratchett's discworld novels the fade will sound familiar, it really is quite like the dungeon dimensions.
Not only that but mages are blamed for the existance of the Dark Spawn, the games main evil force. It has been told by the Chantry that the quest for knowledge, power and a mission to usurp the Maker (The Chantry Deity) from his throne in the fade has transformed these mages into the first of the Darkspawn as part of a godly punishment. However, if so, where do new darkspawn come from? The games only shows mages transforming into abominations, either physically or mentally. Whether the crime and punishment is symbolic or not, the events are still pinned on mages without actual proof. Later in the game the player character discovers that darkspawn are actually born through a brood mother, like a spider giving birth to live offspring. Further claims of Chantry lies are found in ancient records. Potraying it's most important figurehead, the Prophetes Andraste (the game's equivalent to Jesus, Mohammed or maybe more accurate: Jeanne d'Arc), was not a chosen by the Maker but in fact a very powerful Mage with a political agenda. To further justify the credibility of the claim, it was found in the Shaperate. The Dwarven records of History who have no truck with the Chantry. Their spiritual system being based on ancestors rather than Gods. If all this turns out to be true, and it propably will, in this game universe, that means the Chantry is indeed lying to its followers and duping everyone fortunate enough to have magical talents.
This leads me to believe that in further Dragon Age stories the Chantry will turn out to be the hidden evil pulling strings in order to maintain its power and control. The motivation to keep mages down is the fact that they could ascertain the truth about the makers place, or lack thereof, in the fade. A truth that would shatter the Chantry's credibility. There's even more. The player is almost always able to choose an Atheïst answer whenever religious questions or favors are asked. Answers that range from scepticism to mockery.

This might be a crackpot theory but... The Chantry's setup seems synonymous to the Roman Catholic church and its imperialism of the western world. It may well be that Humanists everywhere might have an ally in the Bioware docters, Ray Muzyka and Greg Zeschuk, and their colleagues as voices in this ever more powerful medium. If you want some more proof, please remind yourself of Mass Effect. Where dogmatic belief in the Protheans was dispelled by the relevation of the Reapers. Where near-holy artifacts fall into the profane because facts deemed them to be. Baldur's Gate and Knights of the Old Republic had equally shocking revelations. Discovery and disillusion has been a trope in Bioware games for some time.

Monday, December 29, 2008

Mass Effect is brilliant.

 

 

Yes, it is. This is going to be one huge post so you might as well get yourself a drink. I did. I feel compelled to write about it because none of you blighters seem to have done. And that's something I don't quite understand. The critics have. The haters have (really, what kind of men complain about lesbian sex?). It's quite an accomplishment for the gaming medium. It's a game I will hand over to my kids when I teach them about right and wrong. If some of you didn't pick this game up it probably must have been because of the Box art, which made it look like something of a generic space opera. Mark Vanderloo looks generic, just another model in spacemarine armour. They should have put an icon on the box. Like one of the alien races.

It's been a long time since I dumped the multiplayer RPGs for what they were back when, and started playing single player RPGs. That's not because I don't have any time left to get lost in an MMO but because I am a huge selfish prick who only thinks about himself and the world relating to me, rather then myself relating to the world. By the way this isn't irony, it's a Vanilla flavored milkshake.

This is me thinking like a renegade. And you know when you've played to much ME when you start thinking about real life responses in terms of paragon and renegade. So, time for the ceremonial blogpost intervention to mark my third play-through. In all, I think this game has taken about 120 hours of my time already. Don't read this as something bitter, I just couldn't find a shorter Bioware RPG. And I needed a break away from anything Star Wars related. So why not find something better?

The more perceptive readers might be discerning something of a pattern here. Bioware has been the dealer to my addiction and what you are reading is a love letter. Or maybe it's like an open solicitation. But I doubt they have an opening. Or read blog posts. Or care. But rest assured, I carry a key-chain with Canadian Flag on it.

The big deal about ME is that it makes you choose not between Good or Evil, but between Polite (selfless, paragon) and Rude (selfish, renegade). Needless to say, 2 of my characters are rude space bastards and one is a big softy. The point is, that as far as moralistic games go this one is quite refreshing. I played an evil megalomaniac lunatic in Kotor2 and Fable and the deeds were cartoonishly villainous. Mass Effect doesn't go to such extremes and rightly so. It would be quite unbelievable for Shepard (the protagonist) to join up with the bad guys or aspire to some other cliche. The games where you can solve an argument with an uppercut are far and few between. I for one applaud the game for allowing me to develop an otherwise neglected character trait.

ME is a linear game, that's because it's story driven. However the tracks are relatively broad and your actions directly influence how certain elements of the story play out. So it's not as if your actions are ultimately reset and the only difference is the way you got there. Because of it's linearity you might think you'll be done with it after one play though. But that's not the case. The biggest reason for this is that after you finish the game, you can pick that same character and start another play-though with it. Not only will the game be upscaled to fit your level, the level cap will increase after you finish the game. It's also good to play the hardcore or insane difficulty level, since combat will become that much harder, interesting and rewarding. Part of ME is a tactical third person shooter. There's a cover mechanic that slows the pace of the combat down and gives it the breathing room for the actual tactics. In addition to this there's a pause function! Which allows you give orders to your team mates about. A game mechanic that goes way back when RPG's were at the isometric stage of their evolution, and has lost none of it's brilliance. The opposition is hard so don't expect to barge in, shoot every bad guy in the face and walk away unscathed. If you don't take cover you'll probably get one hit killed by an enemy sniper or rocket. Only as the game reaches the crescendo at the end will you feel like a right bad-ass about to lay down the law, stamping peons left and right.

The main quest is clearly outlined, and you can get on with things rather quickly, there's no real need to do any of the side-quests. So you could blast through the story as if it were a regular shooter. I'll admit that's not quite how it was intended to be played but the option's there. You're free to take your ship and zip around the galaxy as you see fit. Side-quests will show you the broader scoop of the universe, and tell stories that don't directly relate to the main storyline. There are quests about your companions, investigating companies, crimes, abductions, extortion, crime syndicates, you name it.
There's even the downloadable content "bring down the sky", which takes place on an asteroid on it's way to crash into a planet. It's a shame Bioware hasn't released more DLC for the game. Since this one was of premium quality if rather short. It has a lot of fun combat scenes. Some moral choices and in the end, there's even a special item loot reward.

"But what about the flaws of this masterpiece?" I can hear many of you ask. Well, there are a few, but none of these are game breakers, but some rather archaic ways of dealing with things. Like the inventory system. It's taken right out of KOTOR. That is to say, all your inventory items are shown in one, big, long list. If your list is crammed with items, you'll loose oversight. This is all rather mind boggling since KOTOR2 had fixed the Kotor inventory simply by adding tabbed sorting options. Like Weapons, armour, upgrades, miscellaneous, etc.
Anyway, a lot of your weapons and items will be replaced by newer, more powerful versions. So you'll want to sell all the old crap after every sortie anyway. A inventory purge might take some setting up every mission, but in the long run, you'll be glad you did. It won't only save you time and fill up your coffers but it'll also guarantee you've got all the latest equipment. Comparing items has been made easy since there is an on the fly statistics comparison. With colours. Red means bad, Yellow means good. This also goes for weapon and armour upgrades too. Of which every armourset and weapon has a few slots for.
But the most frustration I had was with the driving sections. Not that driving is bad in itself, but a few of the planets you're driving on are ridiculous. Apparently some planets in our galaxy have landscapes with mountains that look like they were drawn by a 5 year old. Imagine a military troop transport climbing a 75 degree mountainside. At times I would really hate mountaingoating with the thing. Of course, there were some designated areas where the designers clearly intended for you to ride. But in my logic the shortest route from point A to point B still is a straight line. Even if it means scaling mount Zork.

ME is an innovative game for a number of reasons. And while these are not the sole reasons for playing the game, it would be good if people took note. The production values are unlike any you'll see for some time. The game is polished, the story and universe work, there are no annoying inconsistencies. This makes the ME universe so believable. The animation is clearly motion captured, and to great effect. Characters tilt their head, blink when their eyes move, shift their stance, make gestures while talking. Sometimes they will almost move out of frame. All of this makes them look very much alive. There's next to no sign of the Uncanny Vally effect. Of course, having aliens talk further bypasses the effect. That's not to say that these characters are photo realistic, there's a subtle styling, like the shading in the GTA4 concept drawings. Which ensures the game will keep looking good.
The soundtrack is impressive too. Synthesizer sounds done in a good way. Winking to Vangelis and the blade runner soundtrack. Let's not mention the voice acting in this game, it's so good that it warrants it's own blog post. Suffice to say, there's some A-grade voice talent in ME. Jeniffer Hale, Seth Green, Lance Henriksen, Marina Sirtis, Raphael Sbarge are some of the better known names.
Bioware has made a good innovation with the dialog wheel. It gives oversight and quick selection, which keeps the dialogs at a steady pace. I hope this feature makes it into future RPG's. It's so much faster and dynamic then the usual "list of answers". It also adds to the cinematic feel of the dialogs, in which the camera cuts to different viewing angles. Keeping it interesting to look at. Options are there to drag conversations out, but these are hardly mandatory.

ME is a third person action RPG. So it ditches some pure RPG burdens. For instance. Every character in your team has 4 weapons at it's disposal. The Pistol, Assault Rifle, Shotgun and Sniper Rifle. These are, like in an FPS, freely selectable. So you won't be digging into your inventory and swapping weapons out on your paper doll. You'll be selecting weapons suited to the tactical situation. This might seem like a trivial thing, but some modern "shooter-RPGs" haven't leaned this. I'm looking at you Fallout 3. Even Kotor2 had two different weapons sets... The controls and combat system are fluent, and characters feel like as if they have some weight to them. Another example is the statistic screen. In ME you won't be adding points to strength, dexterity, intelligence etc. Every class has a distinct talent tree and you'll be adding points to those. Your ability to, for instance, hit an opponent will be determined to how good you can aim and shoot. However, your ability to aim and shoot is influenced to how steady you can hold your weapon. Thus, Adding points to your sniper rifle talent tree will lessen the sway with the rifle, increasing your accuracy. Of course it will also increase the damage. Weapon mods can further influence these statistics, or grant side effects like a poison or burn status.

I think it's safe to say that Mass Effect has become one of my favorite games ever. It's up there next to Sacrifice. It's become a comfort game and nostalgia will have me coming back in years to come. It's like a book you read once a year. It will make me play my characters through the insane difficulty. I only hope my skills will keep up when the time comes. I can't wait for more Mass Effect titles. Be it games, books or movies. I hope Bioware and it's writers continue to pursue and expand the Mass Effect universe. Because, frankly it stands above the likes of Star Wars and The Matrix.

Game of the year 2008. Surpassing among others: Bioshock, CoD4, Orange Box, Kotor2, Crysis Warhead, Company of Heroes. Now, on to another game where I can be a moral reject. Fallout 3, here I come.