A place for me to tell you what I think about video games of every size, style, era and genre. Should be fun.
Tuesday, 1 January 2013
Fatbomb: “November” Edition
Thursday, 1 November 2012
Donederlands
I think, for the time being, I've had my fill of delicious Original Style Borderlands. I've not attempted to make any further strides in my noble fight to 100% it on PC, mainly because me and my co-op partner have been wrecking faces and jumping off places in the stunning sequel (although there are some minor caveats to that blanket statement of praise). Whilst I will eventually get back to the hike up completionist mountain, in order to stake my flag into the top of Borderlands peak, I will use this time and space to talk about the dozens of hours that I've enjoyed, so far, in Borderlands 2.
Let’s start with breaking down, in the most simplistic and shittiest terms possible, what I majorly like and majorly dislike about this game. Just, because...well...I feel like it.
I like:
- No more per character weapon levelling
- The slightly thicker, meatier plot
- No fall damage
I dislike:
- No more per character weapon levelling
- Most of the dialogue
- Some of the humour
These above points are in specific reference to changes made from the original game, and in that regard, we are going to have a look at how and why these changes were made; and why I think what I think of them. Let us start with very first issue/improvement...
I like AND dislike: No more per character weapon levelling
Okay, just to make sure we all know what I'm talking about (I have enough trouble with that as it is), this fairly small combat-related system is a thing that was present in the first game, whereby you essentially levelled up your skill with any one of the seven weapon types, in a Daggerfally/Morrowindy stylee. Here are some pictures to jog your manky memory!
Got it? Course you do! It’s easy enough, use a combat rifle more and you get better at using a combat rifle (as you can probably tell, I used the combat rifle a lot). Now, in Borderlands, this always gave me an incentive to stick to one or two main weapon types, essentially ‘maining’ them. This system also linked into the classes and their associated class mods, ideally if you wanted to get really sexy powerful with the submachine gun; you’d want to use a class that would get buffs to their submachine gun effectiveness based on class tree as well as mods, and finally the overall weapon proficiency.
This trinity (cut down to a duology in the sequel) lightly punished you for not sticking to a cohesive weapon and class plan. Going ahead and picking up that dope rocket launcher when you possessed but a mere level 1 proficiency with it, would mean you’d miss more, take longer to reload and do less damage. I feel that Gearbox perfectly balanced these points in the combat system with the benefits that were very easy to gain from just sticking with a weapon throughout the game. This, in turn, made picking a class and weapon combination really matter so much more than in Borderlands 2. Which opted for a slightly broader system, where anyone can use any weapon, and tied the ongoing weapon-based levelling into the mighty Badass Rank.
Which, don’t get me wrong, isn't a bad thing, I'm not saying that the move to this different levelling system is worse in some way. I just dislike that the old system isn't in there as well (or modified and incorporated in some clever way). I JUST LIKE THINGS THAT LEVEL UP THE MORE YOU USE THEM!
Anyway, that was a stupid thing. On to the next thing!
I like: The slightly thicker, meatier plot
More twists, more turns, we get to see cooler places, and experience better characterisation throughout the overall storyline. All good. Except for a couple of little things...
I dislike: Most of the dialogue
I cringed throughout nearly every single line of Tiny Tina’s (I love Ashly Burch in every single way possible, by the way). Handsome Jack ceased to be threatening in any way after a few hours of idle threats and perfunctorily poor puns. I did like the majority of the Claptrap stuff, but it did grate on my nerves in a few places, the idling or ‘hanging around not doing anything’ stuff was pretty great all round. To be honest, the less words that I have to listen to, between me and my shooting of people in the head, the better. To my mind, and from what I can remember, there was just less of that stuff in the original. And I kind of appreciated the slightly scant amount of words that I was subject to.
I like: No fall damage
Yes! My god yes!
I dislike: Some of the humour
The frequent use of overt Internet-based humour just did not jibe with me, I felt that the way the first game handled stuff like film parody and self-referential stuff was just funnier. Again, this is just me (I love Anthony Burch in every single way possible, by the way). I would have been fine with nods to stupid dubstep and silly memes (both of those things are big parts of my life) if it was kept out of the ‘front of house’. References to that stuff inside of menus, achievements, item descriptions, rather than the more in-your-face approach taken this time around.
Sunday, 30 September 2012
Bounding around Borderlands
Since last month’s update on my shoot ‘n’ stroll around the original Borderlands, I went and stuck a few more hours up inside it, attempting to pound every last quivering rivulet of content out of it. Which, of course, in this day and age, means getting 100% of all possible Steamchievements...right...right!? Well, I ain't got the hundo quite yet, but I'm still happy with where I am right now. Especially since Borderlands 2 is now out and downloaded and playing on my computermatograph, which means the sad tired original is getting tossed aside for the short to medium term. More on that new hotness later in the programme!
Sticking with my congealed thoughts on the original game for the time being, let us discuss more of what I think makes this a wholly great CFPSWRPGE (Cooperative First Person Shooter With Role Playing Game Elements). I have already talked about how the weapons (the combat rifle, in particular) and classes (the soldier, in my case) provide an extremely solid set of gameplay mechanics from which to base the team-oriented combat puzzles on, the strengths of certain elemental types against particular enemies, the balance of extreme-range snipers backing up the close range Action Powers of those getting up into the enemy's fray. A quick thought here, those special class abilities you use are called Action Powers. Action. Powers.
Bravo, Gearbox, bravo.
Since I talked about that shit that I just talked about before, before. We’ll move swiftly on towards the next little thing that I want to fill your squishy eyes with words about. Plot. Firstly, just to make sure that we are all on the same page as each other, I am talking about plot in the old skool sense, as defined by Aristotle way back in the day and around the corner. This, in essence, takes the word ‘plot’ to mean “the arrangement of the incidents”. Not the story itself but the way that the events inside of the narrative arc are presented to the audience. Good that? Good.
A quick synopsis of the story arc of Borderlands could look a little something like this:
Beginning
The player character (herein and henceforth called the Vault Hunter) arrives on the planet of Pandora, in search of mega treasures located inside of a mystical place known as the Vault.
Middle
You shoot lots and lots and lots of people and mutants and wild animals and crazed lunatics. Gaining information or keys that progresses your progress towards the...
End
Whereupon you find and open the Vault, gaining fame and renown the world o’er.
At least that’s what it looks like to me, cause I ain't knee deep in the corpses of my felled enemies because of well wrought characterisation, or deeply compelling tension sprinkled around the game in order to drag my ass through to the end. I'm here to shoot things. Lots and lots of things. Again and again and again. In this way I would liken it somewhat to Halo, yes there is a story wrapped up in there, but it’s the combat that you partake in that writes the interesting scenarios you and your colleagues find yourself in. That time when you were both so low on ammo that you had to beat down every mother fucker in the place with your bare hands, that time when you ran your vehicle into a group of soon-to-be-road kill only to have the physics engine throw a shit fit and send you spinning out into orbit.
This near-constant action-packed “arrangement of the incidents” is what I consider to be the real plot of this game. Those moments, good and bad, funny and sad, crazy and mad, are all the reasons I need to play games like Borderlands 1 and 2. Which is why I'm not bothered by the lack of a strong story in the first game, and the addition of lashings of more story sauce in the second.
My and my combat rifle are writing our own stories. IN BLOOOOOOOOOOOOOOOOOOOOOOOOOOOD.
Before we bounce on this segment, here are some more numbers from then and from now:
Smelly Old Numbers.
First played: 21 July, 2012
Last played: 4 August, 2012
36.7 total hours on record
51 of 80 (64%) achievements earned
First achievement earned: And They'll Tell Two Friends (21 July, 2012)
Last achievement earned: It's so realistic! (4 August, 2012)
Level 44
Level 30 combat rifle proficiency
34 items purchased
72863 total shots fired
573 kills from critical hits
2411 combat rifle kills / 437 sniper rifle kills / 149 pistol kills / 10 rocket launcher kills / 9 SMG kills / 0 shotgun kills
Hot New Numbers.
Last played: 12 August, 2012
51.3 total hours on record
64 of 80 (80%) achievements earned
Last achievement earned: Speedy McSpeederton (12 August, 2012)
Level 69
Level 50 combat rifle proficiency
57 items purchased
100,000 total shots fired (at least)
938 kills from critical hits
2500 combat rifle kills (at least) / 670 sniper rifle kills / 260 pistol kills / 10 rocket launcher kills / 9 SMG kills / 34 shotgun kills
Tuesday, 7 August 2012
Bordering on the Bored
In a 4 player co-op campaign game of Halo 3 (which is great fun, by the way), you have a ‘role’ as part of the team in relation to the weapons that you are carrying, which in turn probably comes from your skill and ability with those said weapons. There are certain people who are expert snipers, and will never pick up a hammer or a sword, then there will be those people that prefer to stick with plasma weapons in order to effectively rip through enemy shields and so and so forth. Due to the weapon balancing that Bungie does in its Halo games you are actively encouraged to change weapons as the situation demands it, you cannot physically reach out to an opponent who is 300 feet away with a shotgun, so you must switch up or scavenge up something else to deal with the threat. Ideally, your teammates will be aware that you are holding the sole shotgun among your group, and therefore target the enemies that you can not...ideally...
Now, these roles as defined by balance of player ability and weapon limitation in Halo 3 are morphed into something quite refreshing when we look at how Borderlands handles things, at least in my gorgeous watery blue eyes. You have quick access to any one of four weapons (not quite from the beginning of the game, but still early in the grand scheme of things), with no restrictions as to what kind of weapon you are able to use at any particular time. Unlike what we find in the Halo games, where every weapon behaves in the same way every time, you are able to supplement and upgrade the effectiveness of your armaments in Borderlands. This, of course ties into those scrummy RPG elements mentioned earlier, upgrading and levelling up and whatnot. But what I feel that Borderlands is giving me here is a continual feedback loop where I become more and more invested in using a weapon, along with the feeling that I'm playing into the role that the combat rifle is best suited to.
Tuesday, 24 April 2012
City of Guilds
The first pre-purchase beta weekend is nearly here! I'm in the planning stages of getting together a group of funky guys to talk about this game. Come on down and play with us, and let me know if you wanna be in a video or podcast or something.
Sunday, 8 April 2012
Harbinger
Not that anyone is going to be reading this shit, I am still going to post within the bounds of the UK Video Game Spoilers Act 2003. As such, please be aware:
Here be spoilers for all three of the Mass Effect games. What do you mean you ain't finished them all? Get to it! It's okay, I'll wait...
There we go. Right, let's get on with the show!
Yeah, so, Mass Effect 3 was kind of a roller-coaster for most people wasn't it? A mostly great ride with a bit of a slow start, a gradual build up to a fast-paced, interesting and fun several hours (these are the bits where you are doing loop-the-loops and corkscrews and shit), followed by a frantic and climactic finale, which then resolves with you suffering a horrific ride malfunction and results in everyone dying and generally not having a fun time. Oh...wait...
I am not even going to get into the good and the bad and the ugly of the final sequences of the last game in one of this generation's greatest ever franchises (other than to say that I think BioWare could have done better, as they have demonstrated many times before). What I am going to do is gaze into the very window of a person's soul and talk about some cool/scary things. That person? The Illusive Man. And the window? His Paragon-blue eyes.
As demonstrated by the two above images, both the The Illusive Man (hereafter I'll refer to him simply as TIM) and Shepard sport (albeit optionally in games 2 and 3) these fairly obvious glowing eye thingies, which no one at any point in any of the games ever acknowledges or asks about, which is rather interesting. I mean, there are dozens of crazy looking doodads and flibberty gibbets stuck onto the various races throughout the game, and there are hundreds upon hundreds of individuals who you come across in your journey for galactic peace, and not a single one has ever been shown to have these sick looking glowing eye-rims.
As far as I'm aware you can only get the Renegade version of these eyes, as well as the accompanying 'scarring' in ME3, as stated in the game you are not yet fully healed from your re-constructive surgery and without acting nice to people (choosing the top-most options in dialogue wheels and the blue colour-coded Paragon options where available), you are basically letting the Dark Side flow through you and ravage your body in a outwardly physical manner. If you roll deep enough into the Renegade options you end up looking like you've got red hot magma boiling away just under your skin, combined with your Terminator eyes you look like the baddest badass that has ever existed IN THE ENTIRE GALAXY.
That brings me to my first major point, you can only ever become the evil-looking Shepard Commander in ME3, if you recall back to the second game there was the option for both sides of the moral scale to be represented through the medium of your face. You are in essence forced down the ruthless Renegade path if you want those sweet scars (there still exists the option to get your face completely scrubbed clean in the medbay). Now with the only other person in the galaxy boasting the Paragon version of this flair, it got me to a-thinkin...which side of the conflict is TIM really on, and which side does HE think he is on? And if the answer is that TIM is kinda a good guy, is it actually the case that the player-controlled character is actually travelling down the road of being a total dick.
The parallels that can be drawn between TIM and Saren are clear on a surface level, they have both fallen under the spell of Indoctrination (a single Reaper, Sovereign, in the case of Saren and an unspecified Reaper or Reapers with TIM). However, the major difference between the two is that Saren knows he is being Indoctrinated, and willingly submits to it, safe in the knowledge that Sovereign won't fully corrupt his mind due to the deterioration of his abilities and overall usefulness to the goal of opening up the Citadel for the impending invasion. TIM on the other hand, has trodden heavily down the path to the dark side in a really screwed up way, he uses salvaged Reaper/Collector technology to explore how he can essentially counter-Indoctrinate the Reapers (the little boy AI at the end of the game does indeed say that TIM could have technically done this, he happens to fail in this instance as his mind was already under the control of the Reapers). His experiments result in him killing thousands upon thousands of refugees as well as many members of his own personal army. Through TIM's eyes he is trying to get the upper hand on the Reapers, but in his eyes the Mass Effect moral scale still deems him as being a super-great guy!
The shenanigans that occur at the end of the game, with Shepard and Anderson and TIM in the control room of the Citadel, do show TIM finally snapping under the realisation that he being controlled (or so I hear, as a Renegade I just shot him as he was threatening to execute Anderson), yet his eyes have always stayed the same colour throughout two whole games. I doubt a case could be made for saying that TIM was Indoctrinated even in ME2, as he goes to great effort to keep Shepard's body out of the Collector's grubby hands. Maybe over the course of that game we are seeing TIM becoming a sleeper agent for the Reapers? Hmmm...
To explore this point more I'll be making a second post, maybe like a video review thing or maybe just words, I don't know yet. I just wanted to get something down that reminded me to talk about this rather odd little thing I noticed, even back in ME2 I thought it was cool/strange, there was this obviously dodgy dude with the same Paragon eyes as me, laying out the orders to do some rather kinky things. Anyhow, until next time, keelah se'lai.










