Archive for the ‘Video Games’ Category

2
Apr

A Woman’s Guide to the Wasteland

Posted by: Edward Clark

If I am honest with myself, I’ll admit that in the back of my mind, I have always sort of bought into the ‘girls don’t play video games’ meme. Even though I’ve run into several exceptions to this rule throughout my life, I always sort of assume that the girls I know don’t really share my enjoyment of games.

The Girlfriend plays games sometimes. Co-op shooters always win big in our house… I had a ton of fun playing Gears of War co-op with her. That game is average quality playing solo, but she and I had endless fun teaming up in order to blast the Locust and roleplay the obvious homoerotic tension between the main characters. To this day, I don’t think I’ve ever laughed quite so hard playing a video game. We also played other, similar two-player games like Halo: Reach, and I like to include her whenever I can with these co-op games. It’s infinitely more fun to play them with a partner.

But I have had no luck trying to convince her to pick up some of my favorite single-player games. She tends to lose interest in them pretty quickly – even games that I am certain she will enjoy, like Mass Effect and Dragon Age.

So I was sort of surprised when she asked me if I owned the game Fallout 3, and if I would let her play it. I don’t know what caused her sudden interest. I did own the game, and I’ve put like 60+ hours into it, but I hadn’t played F3 in years. Maybe she saw me playing New Vegas, or maybe she watched her brother playing it at some point.

When she first put the disc in, however, I made up my mind to do my absolute best to just let her get on with it. I’d watch, I’d answer questions, and I’d help her out if she deliberately asked me to, but I would do everything I could not to interfere with her experience.

Everything went better than expected. I usually don’t enjoy watching someone else play games, but this has been one hilarious ride.

Right away, she makes a female character named Phil and proceeds to cut a bloody swath of destruction through Vault 101 as she shoots, punches, and baseball-bats her way to victory. No compromise or speech checks for her – oh, no. She kills the overseer on her way out, enacts gory retribution on half the security staff, and sets off across the wasteland. Before long, all would hear the name of Phil and tremble.

She’s not really a gamer, so she wasn’t familiar with certain conventions in games like these. Also, when something extremely unexpected or frightening happens on screen, her reaction is often akin to ‘run in circles, scream, and shout.’ The combination of these two things has resulted in extreme hilarity on a number of occasions. The first time she fell into deep water was absolutely priceless.

In real life, if you don’t know how to swim and you’re plunged into deep water, you panic. Your body operates on instinct – your legs stop moving, your arms thrash about, and you do anything to keep your head above water. Even experienced swimmers will resort to this position if they get exhausted in the water. This is what tells a lifeguard that the swimmer is in distress and in danger of drowning.

When Phil first fell into the Potomac, her reaction was kind of like that. Becki didn’t know what would happen. She was still mastering the controls, and when she leaped into the river, she sank several feet below the surface right away. An O2 meter appeared on the screen and began to tick downward at an alarming rate. It didn’t take a genius to realize that once those bars ran out, Phil would soon perish unless she suddenly mutated gills. Of course, the solution is to swim to the water’s surface. Becki did not know how to do this – there was no tutorial for swimming, after all. She completely freaked out. She turned to me for help, asking questions in a shrill, panicked voice. Of course, I was useless to her then, dying from laughter as I was. “Babe? BABE!?” she screamed, mashing buttons and trying to learn how to swim. She swung the baseball bat uselessly, as if trying to beat the O2 bar into submission as she had so many raiders, mole rats, and bloatflies. But no, this was not an enemy that could be vanquished so easily. Bullets were useless underwater. The bat, she did nothing! Fortunately, my girl’s quick thinking and cool head under pressure led her to the solution: look up toward the surface, walk in that direction, and punch your dick boyfriend in the arm for laughing so hard.

Phil also turned out to be a bit of a hoarder. Becki started to pick up and carry absolutely everything she could find. Who knows? One day, Phil might need that assortment of bent tin cans, lawn gnomes, and empty Nuka-Cola bottles! That fission battery might weigh 25 pounds and be worth a measly 50 caps, but come on. It’ll come in handy at some point. Fortunately, Becki learned about the Rock-It-Launcher (a weapon that fires junk at high velocities), and it became her gun of choice for the low levels. Mostly because she always had a crapton of ammo for it. Early in the game, we had a number of conversations that went something like this:

Her: “I’m overencumbered again?”

Me: “Check out your inventory, let’s see what you’ve got. Okay, guns, bullets, a few articles of clothing, and… mutilated organs? Where did you even get these?”

Her: “SHUT UP, I MIGHT NEED THEM LATER.”

I have mostly kept faithful to my pledge not to interfere with her experience, but I must admit that I had a great time messing with her in a number of spots. For instance, at one point, she was exploring a random Vault. There was some sort of unnatural compound in the air that made her character experience strange hallucinations. When these occurred, I pretended not to see them. Because, you know… I’m an asshole. This somehow made the experience absolutely harrowing for poor Phil. Every time one of the insane survivors struck her from the darkness, she would squeal with terror and panic for several seconds while the emaciated vault-dweller tried in vain to pierce her hardened Mk. II powered armor with his nailboard, fumbling with the controls until she could gather her wits and cut him down with a hail of minigun bullets.

I regret nothing. It was absolutely hilarious. Though I should note that similar efforts have been less successful since – Becki has learned that when it comes to advice in this game, I am not to be trusted. When I say things like “Did that Ghoul just hit you? You’re infected!” or “Can’t reach that ledge? Try a rocket jump!”, it doesn’t get the same rise out of her that it used to.

Unfortunately, Phil’s myriad life stresses led her to experiment with drugs and alcohol. I suppose my scare tactics must have played some part in this, an admission which gives me no pleasure. She suffers from an addiction to beer (no other alcohol – just beer) and buffout. The desire to be able to carry just a few more pounds of stuff led her down dark roads, and at this point, there’s very little she won’t do for just another sip of sweet, delicious beer to chase down that Buffout tablet. What would Phil’s father say about his daughter’s chemical stress relief if he were still alive? It’s only a matter of time before she discovers Jet and Med-X. Poor, misguided Phil…

Phil gets called a lot of things. Many people refer to her as the Last, Best Hope for the Wasteland, but what would they say if they knew the truth? What would they say if they’d heard Phil mutter atrocious things like ‘I wonder if it’s possible to make humanity extinct in this game?’ What would they say?

They should be worried. Their savior has become… somewhat unhinged. And she has a Heavy Incinerator.

Ahem.

She’s still barely scratched the surface of the gameworld, and she still has all the DLC left to play, not to mention New Vegas. Good times. Plus, this has proven to be an excellent diversion as I work to finish this draft of my second novel. It makes me smile to watch her enjoy the same experiences I had all that time ago, though I am starting to become a little afraid of her. I won’t get really worried until she finds a Gatling Laser in Real Life, though.

19
Mar

Obligatory Dragon Age 2 Post

Posted by: Edward Clark

I apologize in advance for the extreme length of this post. Also, while I’ve tried to keep this relatively spoiler-free, I can’t promise 100% success.

So, over a year ago, Dragon Age: Origins came out. All I knew about it at the time was that it was an RPG set in an original fantasy setting, and that it was developed by Bioware. That last bit was essentially what sold it for me. I love RPGs as a genre in part because it lends itself to great storytelling, and the writing for Bioware games has been consistently decent since I first installed Baldur’s Gate. They have been rewarded for their dedication to quality stories and settings with a rather large fan base, and I am a member of it. I bought DA:O as soon as it came out and fully expected to be entertained. I was not disappointed – I was sucked in, hurled a good 30 hours at the game on my first playthrough, and enjoyed myself immensely.

So, as you might imagine, when Dragon Age 2 was announced, I was absolutely stoked.

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10
Nov

Fable III

Posted by: Edward Clark

Not long ago, I decided to buy Fable III. Its release sort of just popped up on me. I enjoyed the first two games, but wasn’t paying any special attention to the third installment as it approached the store shelves. Then, two weekends ago, I saw Becki’s brother playing it and decided that I had to have it.

Fable III is quite pretty, especially compared to the other two games. This is the best-looking Fable game by far. Indeed, there are a number of little improvements throughout the whole of it, which should not be surprising at all. Video Games are perhaps the only creative media in the world where we almost always expect the sequels to exceed the originals. The world is larger and more attractive, the character customization has gotten even more robust than it was before (with a few noteworthy omissions). They seem to have found their feet with the story this time around, too, which is nice – the narrative has always been a weakness with these games, in my opinion, so it was good to see a story that worked even if it wasn’t especially original.

Basically, the gist is this. You are the Prince or Princess of Albion. Your father or mother (this changes depending on the gender of the player character) was the PC of the last game, and s/he left two children behind to hold the reins of the kingdom. Your brother is King Logan, who is quite obviously the baddie. You can tell by the dark circles under his eyes. And the fact that his name is Logan. Anyway, he is suffering from a chronic case of Evil Overlord and you must lead a revolution to depose him. To do that, you have to become a capital-H Hero and recruit followers.

In previous Fable games, ‘Heroes’ are basically androgynous, freakishly tall humanoids with glowy-magic tattoos scrawled across every inch of their unnaturally muscular bodies, and ‘recruiting followers’ means finding the right people and heroically posing in front of them, giving them gifts, or farting on them until they like you. That your character’s appearance changes with their moral choices is something of a hallmark of the series, though they have thankfully toned it down a bit in the third game. Your Princess won’t become superbutch as you increase your melee skill, and you can only see the glowing Magic-lines when you’re actively casting spells.

This is a welcome change, as far as I’m concerned – I enjoyed Fable II, but I thought my character looked hopelessly retarded by the end of the game. In Fable I, your character ages as the story progresses – by the end of it, he is a wrinkled old octogenarian. I like to have more fine-tuned control over how my character appears, and Fable III allows this. Your character also gets something amazing that the heroes of other Fable games lack: a voice actor.

Combat and Interaction are much the same as they were in the first game, except that Lionhead has taken great pains to simplify everything. When you pick a villager to interact with, you have three buttons with corresponding actions associated with them. Press A for ‘Good,’ press X for ‘Evil,’ and press Y for ‘Douchebag.’ No, Evil and Douchebag are not the same. Good actions are what you might expect: shaking hands, hugging, dancing, and the like. Evil actions are things like Threaten, Fart In Face, and Insult. Douchebag consists of belching, vulgar thrusting, and other such crudities. Unlike Evil, D-Bag gets mixed reactions, as some citizens find it funny. This simplification gets the job done and discards the endless branching expression menus of the previous games, but can force the player to cycle through interactions unnecessarily. It also dumbs things down by taking any subtleties out of the expressions. A hug is always good, and it’s just as ‘good’ as Tickling, Kissing, or Dancing. Villagers will always react the same way to these gestures. The simplicity of the system compared to the previous games means that it’s easier to pick up, but it also means that it loses its entertainment value faster.

Combat and the experience system has also been readjusted for the lowest common denominator. There are only two types of weapons in each category, now – swords and hammers in melee, pistols and rifles at range. There are some stat differences in different weapons, but they all feel exactly the same. It’s really quite boring. Even in the first game, you had axes, katanas, cutlasses, what have you. They have unlockable traits which can change these stats, but these add very little to the feel of the weapons. They even look the same. Fights are as silly and simple as they can possibly be, and they primarily consist of spamming melee attacks, spamming ranged attacks when you feel like a change, or charging up for an area magic attack. Most enemies in the game are dull, predictable, and easily dispatched. There aren’t really any serious challenges to confront, and even the final enemies fall flat.

Anyway, the story is more functional than it was in previous Fable games, but the tradeoff for this is that it’s more linear. Good or Evil, you will get people to side with you against the King, and you will square off against a greater threat when you rule. For the most part, I think this is a positive change. The trade is worthwhile. The story does not take itself too seriously, either, and the humorous element works very, very well.

Voice acting is exceptionally good in this game. There are more than 80 voice actors contributing to the game, including John Cleese and Johnathan Ross. This adds a gleaming coat of polish to Albion as a game world. Even the lowest peons get loads of good lines. This, combined with the pretty environment and a fairly detailed, makes the sandbox element of the game great. Albion is an excellent place to dick around.

Despite this, Fable III will be considered by many to be a mediocre title. Indeed, it carries the same flaws as the first two games – it’s a game with a lot of ambition and big ideas, and not enough delivery on them. There are some memorable moments, sure, but there are just as many spots that are actively disappointing to an experienced gamer. I would be tempted to pass a verdict of ‘middling’ on it, myself.

However… Fable III has added fully-functional two-player coop play without the need to connect to XBOX Live. It’s impossible to overstate how much enjoyment this adds to a game that is only moderately entertaining by itself. Add to that the fact that the game’s dumbing-down makes it accessible to non-gamers and you get a recipe for fabulous fun. Last Friday, for instance, I convinced Becki to start a playthrough and joined her on my heroine. She played a Prince, and we started raising hell. It got silly almost immediately. We opened a bottle of wine as we played, which only added to the fun.

I learned that when you remove the consequences and add alcohol, my girlfriend becomes a complete hooligan. It’s hilarious. She dressed her character up like a gay pirate – he could have been a member of the village people – and immediately decided that she would rather be feared than loved. She proposed marriage to my character and, being in a fairly drunken state by this point, I agreed. We then set out across Albion like Bonnie and Clyde, beginning a terrifying spree of cratesmashing, chicken-kicking, and murder as we moved from town to town. Becki’s hero proved a jealous husband – any time a villager commented on my heroine’s beautiful appearance, he would shoot said villager in the face or maul him with his massive hammer. Besmirching his wife’s honor was an instant death sentence. The poor prince has trouble controlling his temper, see – indeed, if he goes twenty minutes without sex, he gets violent. And when Becki discovered that you could reproduce, she announced her intention to sire children all across the nation and break her hero’s new wives’ hearts by introducing them to my character.

… Yeah. Good times. There’s quite a lot of puerile fun to be had in Fable III if you’re the sort of person who can enjoy that sort of thing. If you have friends and are looking for a casual and enjoyable two-player adventure, look no further. If you’re a more serious gamer looking for challenging action or a truly impressive, immersive, and serious story, then you might be disappointed.

12
Aug

City of Heroes: Going Rogue

Posted by: Edward Clark

If you’re reading this post, it must be because City of Heroes: Going Rogue has just had its NDA lifted. Now we can talk about Fight Club Going Rogue.

I’ve been a City of Heroes player for more than 72 months. I love that game, even after all this time. If by some chance you are a listener to the Ballad of Iron Percy and also play City of Heroes, feel free to send me a tell and say hello. My global is @Hegemon, and I play on the Pinnacle and Virtue servers.

Naturally, I preordered Going Rogue. I have been in the beta for a long while, now, and have some pretty well developed opinions on just about everything to do with the expansion. I’m going to take the time to share them here in this post.

If this subject is of no interest to you, then you should probably skip it unless you’re really, really bored.

Enough prelude. Let’s get right in there.

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24
Jun

Final Fantasy XIII

Posted by: Edward Clark

Back when it first came out, Becki and I bought Final Fantasy XIII. Yeah… we’re still playing it.

Indeed, you might think it’s weird that this review is coming out months after the game was released. That should tell you all you need to know about how long it is.

We’re past the 50 hour mark, now, and I’m pretty sure we’re at the ‘tie off loose ends before you fight the Big Bad’ stage of the game. We’re done with most of the story, we’re able to manhandle most of the tough enemies, and have leveled our characters to respectably high points. We’ve even accumulated several of the colorful, recurring weapons that appear in many Final Fantasy games, such as Save The Queen and Ultima Weapon. I’m pretty sure that we could finish this game at our leisure by now, but we’re still having fun dicking around on Gran Pulse, so we’re going to wait for a bit longer.

After 50+ hours of watching Becki play, however, I feel that I’ve accumulated enough information to blog about the game. Since I’m on the bus, stuck in traffic, and possessed of a fully charged netbook, here we go…

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5
May

Avoiding the Dangers of ‘Fun’

Posted by: Edward Clark

I once had a conversation with a friend about ‘fun’ and its pursuit. I am not sure if she remembers it, but I do. Her argument – essentially, that ‘fun’ isn’t that great a goal in and of itself – wasn’t a popular one when she gave it. No surprise there, since she gave it in a chat room populated by gamers. Still, it rang true with me. I agree with the basic idea of what she said.

Fun is overrated.

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29
Apr

Nationalities and Personalities

Posted by: Edward Clark

In Roleplay, there exists a temptation to create character concepts that are tied to specific nationalities and cultures. It’s there because in Real Life, it’s actually quite fun to meet people from other cultures and interact with them. We find them memorable and interesting simply by virtue of coming from another nation. If they speak English well, their accents are attractive and endearing. That they are exotic makes you want to talk to them, even if just for a little bit – even I get this as an American living in the United Kingdom, and my accent is far from pretty.

There are a number of hurdles in the way of portraying an alternate national identity well, however.

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I’ve been roleplaying and writing fan fiction for an online MMORPG called City of Heroes for years. I got attached to an active online community and connected with many others in the interests of RP and collaboration, and have greatly enjoyed both of these activities throughout my tenure as a member. It was great practice for building characters and worlds, and has been a decent source of willing audience members for my writing, as well. I have found my experiences there to be invaluable in forging my skills as a writer.

I still do it and still enjoy it. Now, my girlfriend has expressed interest in joining in the fun, which pleases me to no end. I think it would be a great joint hobby for us – she’s creative enough to make excellent characters, and I’m eager to show her the neat world we’ve got going. The collaborative writing aspect of it will appeal to her, I think.

And yet… as I explain our conventions to her, as I tell her of past drama and conflicts, of how to avoid things like RP God Moding and why it even matters, I find myself having to answer an awkward question. “Why is this fun?”

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