Showing posts with label Multiplayer. Show all posts
Showing posts with label Multiplayer. Show all posts

Monday, 30 April 2018

Last Week's Games: Eternal Crusade


I started this week knowing I wasn’t going to have much time, so I was only going to be able to play a few games. By the time we got to the end of it, it was only one…
My new game for this week was Warhammer 40,000: Eternal Crusade. I bought this last week as part of a War bundle from Steam; a lot of the Games Workshop licenced games had come up on there and as I hope to do a complete retrospective on them at some point, I thought I might as well buy it. I didn’t intend to try any of them straight away as I have things to be getting on with, but then it came to my attention that Eternal Crusade was a multiplayer-only online shooter. Now, I’m not very good at these games, and my laptop hasn’t got a particularly fast hard drive so games like this don’t run especially well, but I thought I’d better give it a go before the servers die out.
Funnily enough I'm not sure it looks this good
on my laptop...
The game allows you to choose from one of four Warhammer 40K factions: Space Marines, Chaos Space Marines, Orks and Eldar. Being the sort of player I am I initially started off with Chaos, but then I had a look at the structure of the game; if you want to get in to a battle you have to choose from a number of areas on the campaign map that only two of the factions will be involved with. Far from remaining loyal to one side, I created a character for all four factions and decided to play as whatever the battle needed at that point. I spend the most time playing as Orks, funnily enough…
As for the game itself, it plays like the multiplayer mode to Space Marine than anything else. You have a mixture of classes taken almost straight out of the 5th Edition rules: A standard Troops class that can capture objectives, a Heavy Support class with big weapons, a Fast Attack class with a jump pack or similar, and a healer or support class. Some other heroes are available for a price. You start with standard equipment; more can be unlocked as you’re going along and gain experience in battle. You have a certain amount of time to capture a few areas, and if you can hang on to your captured areas before the time runs out, you win. There is also a mode where one side has a limited time to capture all the areas, and the other side has to defend it with limited reinforcements.
I have really enjoyed Eternal Crusade so far and I hope I continue to do so. I have heard some questions raised about the game’s quality; I don’t play a lot of games like this so I don’t know which ones do it any better or worse, but it seems alright so far. I’ll probably try to get what play time I can out of it before the servers go dead, and since I’m enjoying levelling up my characters and playing online matches, this could be a while!
Anyone want to help campaign against the tyranids?
But there is something I do need to be careful of – addiction. I’m not very good at controlling this at the best of times, and I’m noticing the familiar patterns. Eternal Crusade has a quick but very entertaining core gameplay loop, and more than once this week I’ve found myself still playing at some ridiculous hour in the morning after telling myself “just one more game.” It’s certainly not going to help me get through my backlog, since this isn’t a game you beat in the usual sense; even the Player Versus Environment is a bit of a non-starter since no one seems interested in playing it. It does have the potential to get in the way of my work/life balance if I’m not careful, and while it is my intention to keep playing, I’m glad I’ve resolved to play a new game every week – I’ll need something to distract me from this.

So, a new game for next week then. Also, I might get a war game in at some point; I’ve not done that for a while!

Sunday, 13 July 2014

No Game New Year: Gotham City Impostors


While deciding what game to play through next I became aware that my Xbox 360 is running out of memory. With the Games on Gold downloads meaning that I’ve somehow managed to acquire 20 or so games for absolutely nothing, I’ve got a log going on with my hard drive now and have roughly 60 gigabytes left. Not a small amount of memory given that the laptop that I’m writing this on only has 80GB altogether, but given that this time last year it was something like 180, I realised that perhaps I might need to play one or two of these games I’ve been downloading so I can farm all their achievement points and delete them.

That being said, I was as surprised as anyone at the game I found myself playing this week:

 
Gotham City Impostors

This is a multiplayer-only 6v6 shooter that is currently available to download free with an Xbox Live Gold membership, and that is how I came to own it. It’s got some nice little quirks, not the least of them the setting: Seemingly normal people in Gotham City, dressing up as the “Batz” and the “Jokerz” that make up the two factions of the game. The differences between them are aesthetic, as you might expect from a balanced shooter, but the unusual art style and customisation options makes for quite a varied set-up.

Now if this hadn’t come out as a free download I probably would never have played it, and here’s why: I thought the idea of the game was absolutely ridiculous. If I was going to play a multiplayer-only game, I wanted to be using DC’s own super-heroes, not a bunch of people dressed up as Batman and The Joker!

I’m also not a massive fan of multiplayer games for one simple reason: I’m terrible at them. I haven’t really got the reflexes to be able to pull accurate headshots, I’m not good at combining load-outs etc for maximum effect, and I die far too easily to people who are far better at it than me. I’m not saying I’ve never had any fun playing multiplayer games, but I would not usually buy a game purely for the purpose of playing multiplayer.

I think Yahtzee made the point quite succinctly in his review of Halo Reach: “A full-priced game has to stand up on single-player, because there are always factors in the way of multiplayer that the game can’t help, like its servers becoming tumbleweed-haunted ghost towns three months down the line, or the aforementioned[1] meta-****s doing what they do best at full volume in my ear.” And I’m absolutely convinced that the same will become true of Gotham City Imposters in the not too distant future, presumably once the next Call of Duty game comes out. That being said, right now the game is free, which means a tonne of new people will have downloaded it so there will be people playing on the servers and perhaps not all of them will be, er , ‘power gamers.’[2] It is for this reason, more than anything, that I decided to give this game a go.

 
You can use foot traps as well. He's about to die...
Getting into the game, I was pleasantly surprised by how much fun it actually is. As you might expect, it doesn’t take itself too seriously. The maps are bright and colourful, the game has a good variety of modes and the usual gunplay is augmented by ‘mods,’ ‘gadgets’ and support weapons. It is with the latter point that the game really comes into its own, because it gives you the freedom to decide how YOU want to play the game. Want to play a sniper on roller skates? You can do it. Want a melee-oriented thug who can glide? No problem. Want to play a ninja who can turn invisible? Yes, you’ll have to work for it, but you can do it. The end result is that your ‘teams’ consist of a mixed bag of eccentric personalities and perhaps isn’t always so coherent. This is made up for by the gadgets being a lot of fun to use, like the grapple-hook which allows some fast movement to a high place, and the roller-skates which increase your speed but decrease your accuracy and control.

I’m not good at the game, by any stretch of the imagination. But I do OK and I tend to finish around about mid/low table, depending on who else is in the game. I went with a ‘tough’ (average) build with a semi-automatic rifle, a sub-machine gun, grenades and I switch between the Grappling Hook and Roller Skates depending on the map. I’ve been having a decent amount of fun being the guy shooting into a firefight and taking down two or three enemies, or sneaking up behind people who don’t know I’m there and gunning them down. That’s where most of my kills come from because in a straight fight I rarely come out with my arms raised. The game shows a ranking of the top three most valuable players at the end; rarely do I make it onto this list but I’ve been pleased with my performance on the few times that I have.

There are some performance issues that I think mainly relate to having a lot more people playing the game than its servers are capable of coping with. All too often I see other characters flutter in and out of sight as the game struggles to keep up with them – a bit of a problem when you’re trying to aim! Sometimes the game apparently remembers that about 4 different people have now been killed, and sometimes the server goes down completely. There may also be some balance issues relating to some of the combinations of builds, weapons and mods, but to be honest in a game this diverse that was always going to be hard to avoid!

I also liked the micro-transactions in the game, simply because I’m at no point obligated to buy them. As far as I can see, the only difference that any of the items you’d spend actual money on are aesthetic. It’s not like you can buy the best weapon in the game and spam it; your money affects your costume and nothing else. If you want the weapons, you have to play through the game and earn them, and rightly so.

So how do I ‘play through’ a purely multiplayer game? I look for all the achievement points. So far I’ve got 4 out of 12, and it is going to take me a long time to get all the rest. For example, I have to max out all the ‘feats’ that relate to a single weapon – which usually means get a certain number of kills, a certain number of headshots, and a certain number of kills with each mod. I’m about halfway through the latter but like I said, I’m not very good at this sort of thing and I’m not getting the kills I need. I have a feeling I might be tired of this before I get there. I’m trying to achieve multiple points by playing the right game mode (the Psychic Warfare mode is played by attaching a battery to a brainwashing machine. If the enemy activates theirs, it sends you mad and all you can do is slap people. One of the achievement points I’m chasing involves getting 50 kills in this manner.) but I think I may be fighting for a lost cause with the Nemesis one (I think that just means you have to kill someone twice without dying) because I’ve not managed it even once yet.

Not sure what this is all about but it's amusing...
I’ll keep playing Gotham City Impostors for now because I’m still having fun with it. I’m glad I didn’t spend any actual money on it, but it’s a good game for what it is. While it is still essentially free to play, and should be for another day, I’d more than recommend giving it a go. I think you’ll be pleasantly surprised, as was I…


[1] Referring to a previous comment relating to the game’s fanbase.
[2] While I’ve got no problem with using the word Yahtzee used when referring to the same demographic, I do need to be aware that other people read my blog and will be none too pleased to see such language!

Sunday, 8 June 2014

No Game New Year: Tomb Raider


Last Monday night I finished Tomb Raider on the Xbox 360. This brings the total number of games I have finished during this challenge up to four; not quite what I was hoping for now that we’re well in to the sixth month of it but there you go. Tomb Raider was always going to be one of the games I’d have to finish, though. I got around three quarters of the way through the main story last year, and for reasons that most likely relate to one of the XCOM games I abandoned it. Which was pretty rubbish, thinking about it, and I think the game deserved seeing it through to the end.

 
So, what do I think of the game?

Hmm… difficult to say. I think I would do the game a disservice by comparing it to previous Tomb Raider games, since the whole point of a re-boot is to offer a new experience with the same intellectual property. But the inevitable comparisons arise, and I can’t quite decide whether the new game is better than the older games, of which I have played Tomb Raider and Tomb Raider II. In the new game, the world feels more accessible and at the same time more restrictive. The plot appears to be more realistic and yet more contrived. The introduction of skill development is welcome, but takes away some of the challenge of having to work out what to do and where to go.

That having been said, it is a very good game, and I’ll explain why in a moment, but to clarify: The rebooted Tomb Raider is an excellent game for the current/previous generation. It is a good game of it’s time – just as the previous games were good for their time. The franchise is nearly twenty years old now; technology and capability has come on a lot since then and it’s good to see that Crystal Dynamic made it work for the current generation of gaming.

 
I certainly like the new version of Lara Croft. Better proportioned, still conventionally good-looking, but with an air of vulnerability about her, the origin story does a lot to develop what has become one of video games’ most iconic characters. Up until the reboot, she has as far as I know time been portrayed as a kind of female Indiana Jones; polite and professional in the right circumstances, and an absolute badass when out in the field. This was great, and it certainly did a lot to promote the idea of a female protagonist. I can’t think of any other game in the mid-90s that was both an original IP and had a primarily female lead; strong female characters did exist but usually as an ensemble of at least an equal number of males. It’s more common these days, of course, but seeing the character whose main motivation is to get off the island and survive lends a new side to female characters, and indeed Lara Croft. Her previous fascination of history and artefacts are now secondary considerations, or side missions, and the idea that she’s less likely to throw herself lightly in to danger in order to pursue an interest makes her character far more believable. And she’s very well voice-acted as well, which does nothing but add to the effect.

There has been some criticism of the imbalance of her personality between the cut scenes and the game. The obvious example is the first time she kills someone; in the cut scene she’s horrified at what she’s had to do. Yet after this scene, she’ll gun down seven or eight guys at a time in open play and appear not to be effected by it at all, even uttering curses to her enemies later on. I can see the point of the criticism, but I think it is misapplied to this situation. The developers had to show that killing people is not something Lara does lightly, nor has it ever occurred to her to do so before; hence the cut scene. If the same thing happened every time she killed someone in the game – 200-300 people by the time you reach the end – then it would suck all the fun out of it and derail the whole thing. So it’s something of a non-issue for me.

 
The gameplay is good, the controls are fluid and responsive and the combat is as good as any 3rd person action game I’ve played on the 360 – at least as good as Space Marine, and probably a little better than Gears of War. The game rewards you for exploration; you don’t HAVE to look around all the tombs and solve all the puzzles, or explore every inch of the map for every item, but if you do, you upgrade your experience, skills and equipment as a reward. In my play through, I did what I thought I needed to and ended the game with a not-inconsiderable 82% complete. It was somewhat satisfying to find all the challenge maguffins in one area, and find enough artefacts etc to trigger the Achievement Points, but leaving it all until the end felt like more work than fun while trying to cover what I’d missed.

The elephant in the room of course is the Quick Time Events, which are a controversial issue amongst many people. I’m not keen on them. It’s not actually that much fun to be in a situation where the gameplay mechanic is: “Tap this button or you fail.” I find myself looking for the button prompts, almost ignoring the cinematic sequence that gives rise to the QTE in the first place! Thankfully, in this game, they don’t outstay their welcome, though I wonder if plonking one over what aught to have been the last boss was a good idea.

Lara now has a number of different skills to use with her weapons; bows and arrows, climbing axes and the like. This is commonplace in a lot of modern games, and does add to the overall experience, but falls down when compared to the older games in the franchise. It’s kind of hard to explain why, but bear with me:

In the old games, Lara has a specific set of skills and moves that stay with her throughout the game. Apart from the weapons, absolutely nothing affects these skills all the way through the game. That means that Lara is as good as she is from one side of the game to the other – and it is up to the player to figure out how to use those skills to the best effect. There was no hand-holding; the player had to decide whether she will be able to make the jump, climb the wall, and run fast enough to escape the trap, or swim to the other side of the lake in one breath. If a secret is revealed, it is up to the player to work out how to get it – it is certainly possible but the way won’t always be obvious. It puts the risks and their rewards where it needs to be: In the hands of the player.

In this reboot, Lara gains skills and moves throughout the game but their application is situational, and so obvious that it takes a lot of the challenge out of the game. Early on you acquire a climbing axe which can be used on certain walls. This is great, except that the walls which are climbable could only be more clearly marked if they had bolt-on holds. The only risk, then, is mis-timing your pressing of the X button, which can usually be saved by another QTE.

Another new trick you will be doing A LOT is using the bow and arrow to create ropes, for Lara either to pull something down, pull her up or slide down. You fire arrows with rope attached by pressing the right shoulder button, and your target is always a set of ropes wound tightly around something – or a climbable wall. If you’re creating a rope bridge, there’s a hooking post to which you attach the rope; it’s not rocket science.

Perhaps the most salient way in which the new game differentiates from the old one is the so-called Survival View. What happens here is that you press the left shoulder button, the screen goes black and white, then the areas of interest – say, climbing walls, rope attachment points or collectable items – will he highlighted. With the old games, you’d have to figure out what to do; with this new game, you can hit the left button and the game will give you hints like ‘Well, it’s to do with that hitching post, and that wall. Guess what you have to do…’

Obviously, there are positive connotations to this as well. It does mean that you’ll spend a lot less time doing something I did a lot with the previous Tomb Raider games, which was wander around the level hopelessly lost and confused, wondering where to go next and what to do. It’s kind of like having a walkthrough that they used to print in gaming magazines (and maybe they still do, I haven’t bought one in a while!) telling you what to do, and while that was pretty much the only way I was able to get anywhere in the previous Tomb Raider games, it does take away a lot of the challenge of figuring it out for yourself. But again, this is the generation we have now; we expect to be able to finish single-player campaigns in 20 hours or less without getting stuck. And a lot of the kids who will have played the new Tomb Raider game won’t even have been born when the first ones came out; they won’t remember the frustration at having to work out which key goes in which door – nor will they ever have the satisfaction of figuring it out.

These points fit in with a lot of what I’ve been hearing from certain Youtube channels, like TotalBiscuit, Yahtzee from The Escapist and some of my friends as well, about how the nature of games have changed over the years. That’s a whole blog in itself, and won’t be entirely welcome since a lot of those points will already have been made, but essentially comes down to this: Games these days rely far too much on spectacle, graphical fidelity, and multiplayer modes. It is what people have come to expect from games, but most people my age (I’m 28, the aforementioned Youtubers are a bit older and most of my friends are mid-late 20s or thereabouts) remember a time when we didn’t have the technology to provide this. What we had instead were well-designed levels, rewards for finding secrets that actually made a difference and replayable games; I’m not saying all old games had this, but the ones we remember tended to.

The game has already been re-released for the Next-Gen consoles, names the ‘Definitive Edition.’ Not yet owning a new generation console I couldn’t honestly say what difference it makes, having never played it, so I’m going on what I’ve found out over 10 minutes research: the game looks obviously better on the new consoles. The PS4 apparently has the edge in this, and there is significantly higher frame-rate in the new games presumably making for a smoother experience. (As I don’t play games on PC, frame rate is pretty much a non-issue for me.) From what I’ve been able to find out, the new game does have a little more content in single player, but not enough to justify buying it again if you’ve already played it through. So even if I do get a new-gen console, I won’t be buying Tomb Raider for it – though I may be interested in the sequel that’s supposedly in the works.

 
The game’s Multiplayer mode has been criticised for being lacklustre. I neither agree nor disagree with this, as to be perfectly honest I haven’t really been able to find out. I doubt it’s on the same level as the Call of Dutys, Battlefields and Halos of this world – and say what you like about those games, but their Multiplayer modes are well-maintained and very popular – but Tomb Raider’s multiplayer mode functions, if nothing else. There is your generic team deathmatch, and a free-for-all deathmatch mode that is the base of any multiplayer mode. There are some other modes based on survival and scavenging, that presumably fit in with the theme of the game. Unfortunately, by the time I bought the game, which was less than a year after it came out, the online community was already drying up to the point where you couldn’t get a game in anything other than team deathmatch. And now, well over a year after the game’s release, you’re lucky if you get that. It is the same logistical problem that many modern games have – multiplayer is all well and good, but absolutely useless if no one is playing it.

Tomb Raider stands up well enough on its single-player campaign for this not to matter so much, but the developers missed a trick here – Why not create a 2 or 4-player co-op campaign? There are certainly enough characters to make it work, and an alternative story could be created to work alongside the single-player campaign. There are even characters in the Multiplayer mode that, as far as I know, don’t appear in the main game at all – why not create a game mode based around a group of survivors who Lara and her friends never have the fortune to meet in their adventures? Or even an evil campaign based on the Solarii brotherhood would have been entertaining as well.

But there’s little use in thinking of what might have been. Tomb Raider is what it is: A solid third person action adventure, and a story well-told through the medium of video games. If you can find it at a cheap price, it’s worth a look – just don’t expect the old games!
 
Next, I'm giving Prototype another go; another game I never really gave the chance it deserves. We'll see how that pans out!