04/5/13

Defiance: The PC MMO Totally Unprepared for PC!

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I suppose it’s about time I share some of my thoughts on the latest entry to our MMO library, Defiance. My enthusiasm for this game has ebbed and flowed during the PR cycle but never much broke lukewarm. To be honest, I felt like an outlier. When most of the internet seemed to join in a collective squee over the prospect of a combined MMO and TV show, I was busy standing on the sidelines contemplating just how prone to failure the whole thing was.

Don’t get me wrong, I realized that it could be cool, but let’s be frank: SyFy is the network that brought us Camel Spiders; they don’t exactly have a nose for quality. So Trion’s big follow up to one of my favorite games of all time, RIFT, would be an unproven entry into a incredibly difficult to break into genre and tied to a TV show that likely be cancelled by its third season? Not optimistic, despite my penchant for finding the positive in things.

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Optimism for Core Gameplay. It’s Greeeeeeat!

Now that I’ve gotten my hands on the game and spent around five hours with it, I feel confident in sharing that I am both optimistic and extremely disappointed.

Let’s start with why I’m optimistic. The gun game is wonderful. I’ve been rolling around with sniper and assault rifles to clear out packs from a distance and then close in to finish the job. Lag is mostly a non-issue. Any time I’ve lined up a headshot it hits for critical damage. When it doesn’t it’s because the mutant was moving. Guns come in all flavors with a wide range of stats, much like Borderlands. You can also chain together kills for extra damage and see the effect of weapon modifiers (fire, electricity, etc) on enemies.

You spend the bulk of your time shooting or pressing “E” over things, so the gun play has got to feel tight. It does. I turned on the damage indicators, which really should be on by default but aren’t, and it’s deliciously satisfying to see the numbers fall off like rain.

And that right there is it: the reason for great optimism. Gun play is the core of the game and it’s a blast (no pun intended). It also helps that I’ve found the world a really interesting place to run around in, what with its terraformed landscapes and giant, lantern-holding mushrooms and all. The story quests pretty interesting too, but that may be a result of pretty much everything being a mystery. I’m actually looking forward to the show revealing more about the game world and big story events, though not having main points explained up front is as confusing as it comes.

I would also like to disagree with a fellow blogger I enjoy reading. In his post, he mentions that Defiance and RIFT are cut from the same cloth and that players who don’t like RIFT aren’t likely to enjoy Defiance either. Now, maybe I’m missing something, but apart from the dynamic events, the two games are nothing alike. RIFT has rifts, and Defiance has Arkfalls which, indeed, are very similar. But apart from this piece of shared tech, the games are nothing alike. Their gameplay styles are so vastly different that it would be like comparing World of Warcraft to Borderlands 2. I just don’t see that.

Even if you hated RIFT, it’s hard to argue that random, rewarding, and optional bits of cooperative content are a bad idea. Defiance puts its own, shooter-friendly spin on them, so I content that even if you hated RIFT, that doesn’t mean Defiance is a lost cause.

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Disappointments, Bugs, and Total Freaking Cluelessness

Now to the disappointments. Where do I begin? Oh, I know: Trion should be absolutely ashamed to have pushed this thing to the PC market in its current state. Defiance holds the distinction of being the first MMO to launch simultaneously across platforms. It’s also the first MMO that feels like it was never intended for PC in the first place. Which isn’t to say the console versions are so great, but without seeing them, all I have is a buggy console port that feels like an afterthought. Feels like an afterthought + bug ridden = connected dots.

And it’s not even a good port. You have three customizable graphics options. Bloom, motion blur, shadows on/off. There is no screenshot button or way to hide/customize the UI. Menu navigation is obviously designed for a controller with the nuts and bolts settings being stuck in a radial menu, because you know how necessary those are with a mouse and keyboard. Trion doesn’t even deign to put patch notes in the updater like they do with RIFT. Why? Because console players don’t care and they are the intended audience. (Someday we’ll have to have a talk about why it’s a terrible idea to target console players first with cross-platform MMOs).

This is the company that gave us RIFT. There are no excuses for this slap-dash job. They should know better. And in fact, I’m betting they do but pushed the game out the door to preempt the TV show. Are we enjoying are cross-media yet?

So here’s the deal. In the time I played, the game crashed to desktop three times. Once was due to hitting escape to access the menu. Turns out those of us with 100Hz+ monitors can’t open the menus with the keyboard without a convoluted workaround (an issue since beta). Chat doesn’t work in most of the first zone. There is no quest log and they bug out often. On multiple separate occasions I had to move on or abandon them. More than once I interacted with an object only to have it not give me credit. Dropping missions is also pain and requires stumbling upon the option on your fullscreen map. Since you can only take one mission at a time, prepare for a hike to pick it up again after.

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There’s more. Cover is inconsistent and trips you up as often as saves your hide. The reticle doesn’t line up correctly when using it either. If you’re peeking out from behind cover with your crosshairs on an enemy but the tip of your gun isn’t completely outside the cover wall, you’ll miss. When using a controller, vehicles will sometimes despawn after you’ve left them, hopped back in and try to move. Dynamic events sometimes disappear midway through completing them. Keybinds don’t save consistently. Mobs seem to spawn erratically and based upon your location to their area.

It goes on. There’s no easy way to tell your level. What the hell is an EGO rating? Your self-worth as an Arkhunter? How do you level up skills? What do these stats mean? What, how, where?! Someone should turn that into a theme song for Defiance. Nothing is explained. No-thing. From systems and mechanics, to the entire reason California went to the mutants. And so long as chat is broken, good luck getting an answer. It’s really pretty terrible.

Quest design is also rote MMO fare and does indeed seem a little repetitive on the “locate and tag” front. The combat missions are fun, though, and I often found myself killing enemies just because I could while on my frequent searches.

Concluding Thoughts

At its core, Defiance is fun and I’ve enjoyed my time there, but it’s also an unfinished console port and an incredibly weak effort from a company we know can do better. That said, all those bugs could be patched out and what it does well is the single most important thing it needed to do well. After playing around in the world they’ve created, I’m also convinced that if the show is decent, it could mean very interesting things for the game. Evolving story arcs in this setting could be fantastic and solve a lot of the concerns people have with quests feeling repetitive. Do the weekly installment!

A note on quests. I’m becoming more and more convinced that professional reviewers, like those at IGN, just don’t understand MMOs. At the end of the day, almost all any MMO offers is a variation on killing and collecting things, with possibly a touch of crafting. It’s a limitation of modern design that, yes, we are slowly moving away from, but, no, isn’t a reason to tear apart a game. Guess what? Tomb Raider was about killing and collecting things. Bioshock Infinite is about killing and collecting things. WoW, GW2, TSW, RIFT, LotRO and every other AAA MMO is too. Defiance does hit too frequently on the “find and scan” mission types, but to use that as the primary criticism when there is so much more on hand just tells the world you went in biased against MMO gameplay.

03/19/13

Updates and Upcomings; SimCity Owners: Grab Your Free Game From EA

I apologize for the recent quiet, readers, but it’s for good reasons, I promise. Most prominently is that I’ve been kicking up my writing across the internet. You can find more from me at Hooked Gamers, Vagary.TV, and most recently MMORPG.com than ever before. My grad work also wants more from me than ever before, as does my family and good will efforts, so balancing time for games and blogging has been a challenge. I’m not content to let things sit over here, though, so I have a couple of things in the works. Here’s what’s coming.

More, shorter posts: One of the more difficult things to manage is the sheer bulk of words I’m responsible for. On any given day, I’m writing anywhere from 1000-3000 words and sometimes much more. I still follow bloggers and journalists like a hawk and have things I want to comment on, so my plan going forward is to provide more frequent, shorter posts. I’ve aimed at this in the past, and we’ll have to see how it turns out, but that is my ultimate goal.

Bridging the site-gap: Most of you that continue to stop by here do so because you enjoy my writing and I thank you for that. Rather than ask you to add multiple sites to your readers, I plan to provide more frequent link posts pointing you towards my most recent work. It’s all video game related, with the exception of my weekly reviews of The Following, so it should be right up your alley. I would also like to start sharing my thoughts as I travel through new games for my Tourist column. This week is Fallen Earth, so I should have something so say about that shortly. Still a great game, by the way.

Independent Game Reviews: This is a personal project of mine and one of the key ways I would like to evolve the site. I review for different sites but not so much my own. I suppose I always figured that I needed an association to develop relationships in the industry but I don’t think that’s the case so much. I started this with Persona 4 Golden and I plan to continue it with SimCity next week.

On that note, those of you who have already purchase SimCity should stop by EA/Origin and claim your free game. The issues of last week were no doubt strenuous, so take some solace in a free copy of Mass Effect 3 or Dead Space 3. Both are a great bang for your buck, I promise you. A full list of games and instructions on how to claim yours can be found here.

02/21/13

MMO Radio: Episode 09 – “Wildstar 2013: Lovely, Lovely Pigeons”

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Adam is out this week gettin’ hitched, so Gavin Townsley and I hold down the fort! Thankfully, it was a big news week with Wildstar being confirmed for 2013! We break down why this game is worth paying attention to, even for someone like me who tries not to attend! What? I don’t like spoiling things for myself!

But hey, when you have a full-on paths to endgame based on exploring, lore finding, being social, and yes, killing, that’s worth noting. Plus, 40 man raiding, dynamically spawning quest hubs and dungeons, action combat, player housing, PvP, and content layered enough where a mining node could turn out to be a spot on the back of a giant raid boss… well, you can see where we’d be piqued.

A little later we talk about Mortal Kombat, TERA’s excellent combat and odd boob physics, and anime roleplay! I bet you thought you’d get out of tabletop this episode, didn’t you? Well, let that one drop of sweat stand out from your head now, because we go there!

A reminder: Our 5-star iTunes review contest is still going! Leave a written review for your chance to win a copy of Strike Suit Zero courtesy of Hooked Gamers!

Gavin’s Links: Massively, Dragon’s Tear Tavern RP Community
Chris’ Links: Hooked Gamers; Game By Night; Vagary.TV
Adam’s Links: Epic Slant Press

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02/7/13

Persona 4 Golden Review (PS Vita)

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Persona 4 Golden hits you like a ton of bricks. Here on the Playstation Vita, the best handheld nobody bothered to market, is a game that’s not just fantastic for appearing on a portable,  but that’s a victory for video games in general. That you can take Persona on the go is just icing on the cake. Part high school sim and part dungeon runner, the game presents an enchanting mix of character based progression that becomes progressively more addicting the further you go.

Let’s get a couple of things out of the way up front. First, I didn’t play the original Persona 4. I understand this game is a port that offers a lot of enhancements over the original, but I really can’t speak to that. What I can say is that, unless you hated the original, everyone else should dive right in. Second, I’m not a fan of anime. Something about the animation style never clicked with me. That’s important because there are times playing Persona is a lot like playing interactive fiction. And yet, here I am telling you to sell the family horse to buy this game. You bet. Give Nessie a good home.

The basic premise is this: you play a big city kid transported to the country to live with your uncle, Detective Dojima. Shortly after you arrive, people start showing up dead, the first hung upside down from a television antenna. The friends you make all take a dare to look into the television at midnight the next rainy night. From there, you’re drawn into a mysterious world of fog and shadows, one with no humanly exit other than expiration. Someone is throwing people in there, even your friends, and your group is the only one who can stop the murderer.

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But this is all at night. During the day you’re a teenager attending high school, taking a job, and trying to get a girlfriend. Fun dichotomy, right?

Persona 4 is anime in a lot of ways, but it’s also genuinely well written. It doesn’t overburden the Western player with long over-dubbed animations. Those sequences are there, to be sure, but they’re short and well placed such that they enhance the game rather than remove it from the easily identifiable. Instead, the bulk of the dialog is delivered through character stills and voice over.

The voice work in the game is generally quite good, but there are some instances of over-acting (I’m looking at you, Chie). For the most part, I quite enjoyed it. Even lines that didn’t ring quite right could often be forgiven with the mysterious detachment from reality much of the game demands of you. But not always.

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The game is heartily Japanese. The main real world setting is in the rural Japanese town of Inaba but it expands from there. Since much of the game is founded in being a teenager, I found the depiction of the culture almost enchanting. Seeing a Japanese developer present rural Japanese life felt foreign and homey all at once. The real world setting and the characters that inhabited it were easy to relate to because they were  so similar, yet ever so slightly different, from my own life here in America.

The game seems founded on Studio Ghibli-esque foundations, so it wasn’t surprising to find the writing permeated mythological quirks equal parts mysterious, disturbing, and non-sensical. One of the first other worldly characters your group encounters is the Humpty Dumpty-like Teddie. In a rather uncomfortable moment, Yosuke tries to remove his “costume” only to detach his head and finding him completely empty inside.

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That mysteriousness accompanies the player throughout the game. Through expertly crafted musical cues and haunting environments, to delightfully spooky unfolding events — even conversations spoken directly into your character’s mind! – Persona 4 Golden is a game much about leading the player through its dark corridors.

What’s wonderful about Persona is that virtually everything ties into character progression. Nearly everything you do in the real world relates back into your adventures. Whether it’s attending class, joining a sports team, or flirting with a cute girl, you’re able to earn bonuses to knowledge, understanding, courage, diligence, and expression. These, in turn, help you build social links, which empowers their and your abilities in battle. More importantly, earning points here can just as often come from choosing different options in conversation. By the end of the game, you really feel like your experience and your character were your own, not unlike The Walking Dead: The Game. The path is linear, but the journey is unique.

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In the fiction of the game, your character doesn’t have magic abilities of his own. Instead, these abilities are cast using creatures called personas. With over 150 of these to collect, combine, and evolve, it’s easy to think of them like less-cute Pokemon. When you complete dungeon encounters, your persona earns bonuses to core stats like strength, magic, agility and luck and can gain levels. The sheer amount of personas can be a bit overwhelming for completionists but the longevity they add to the game is outstanding.

Gameplay is turn-based like the best JRPGs of the past. Completing battles involves choosing to attack or defend, analyzing your enemy for weaknesses and exploiting them, and proper use of personas and items. It’s a strategic affair that gains depth the further into the game you go; however, grinding for levels does become an element later on in the game. Going in under-powered can be downright punishing.

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Let’s talk about grinding for a minute. I don’t like it and haven’t since I was a teenager. Now, I avoid it like the plague. And yet, it doesn’t really bother me in Persona. Since the game is portable, playing it in short bursts meshes extremely well with battle system and grinding, really, lost a lot of the monotony it might have had on a full console.

Graphically, the game looks great on the Vita’s OLED screen. I especially liked how the dialogue brought high-res art to the forefront drawing the eye from the actual graphics. The game looks great, don’t get me wrong, but during these dialogue sequences, the characters aren’t doing much, so the transitions between character art add some extra movement. The audio in the game is also great. The music really sets the mood and is about pitch perfect for tracks you’ll hear over and over through the game’s 40+ hour runtime.

So for all of these things that I liked about it, what didn’t I like? Well, put simply, the game takes too long to get into. The first few hours are spent mainly clicking through dialogue as the story sets up. It’s all good and I enjoyed it, but after a while I really just wanted to start playing. The game is also huge. I can’t take points for this since that fact is also one of the game’s biggest selling points, but played in short bursts, it will likely take quite a while for the commuter-player to see it all the way through. In that area, it comes down to taste. JRPGs are known for their length, however, and P4G packs an epic scope.

If you have a Vita and are a fan of RPGs, you owe it to yourself to play Persona 4 Golden. There is nothing quite like it yet available on the handheld and it’s rightfully held up as a beacon of what the system needs more of.  Without a doubt, this is a recommended purchase.

Final Score: 9 out of 10
Pros: Story, character authority, depth of options, persona collecting, classic and strategic combat
Cons: Long set-up, could be a little overwhelming at first, some poorly delivered lines

 

02/5/13

The History of Great First-Person Shooters (Infographic)

I was contacted recently asking if I would like to share an infographic with my readers. I have a secret love of infographics, and this one tracks the history of great FPS games. I’m also a sucker for first-person shooters, so a-posted it shall be! Here’s a glimpse, but it’s pretty long, so follow after the cut to view the whole thing.

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Click “Continue Reading” to see the rest.

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02/4/13

Hear Us On No Prisoners, No Mercy! (And Around the Web!)

Happy Monday, everybody!

As a lot of you know, I do some writing elsewhere on the web and also do a podcast called MMO Radio. I don’t update here whenever my work appears online since it’s usually dedicated to whatever venue I happen to be writing or recording for. That said, I’d love it if you took a moment to check out what I’ve been up to.

  • Most recently, Adam and I appeared on the No Prisoners, No Mercy podcast to talk about the video games and violence with our two favorite sisters. Adam also introduced the world to his parrot, Mango. It was a great time and well worth a listen. That’s pretty much how it works with NPNM, though, so give them a subscribe and enjoy. Thank you Sister Fran and Sister Julie!
  • Speaking of podcasts, I also guested on the WoW-specific Horde House over at the VOG Network. Rob and Shane were great fun to talk to and we had a great conversation. It’s Episode 91, so go give it a listen if you’re into the game. If you’re not into WoW, Rob also has Orange Lounge Radio where he and a round of compatriots talk about all things gaming.
  • While we’re at it, have you heard the latest episodes of MMO Radio? We’ve released episodes 5, 6, and 7. Episode 5 features Srs. Julie and Fran for a talk on the Fall of F2P (?), Episode 6 looks at the career and departure of Scott Hartsman from Trion Worlds, and Episode 7 features freelance games writerGavin Townsley. You might remember him from The Multiverse and Rift Watchers, but he’s since appeared at PC Gamer, GameSpy, and Massively.

For writing, I’ve been a busy bee.

That’s enough link love for now. If you’re interested in keeping up with me, I can do more of these posts or simply subscribe to Vagary.TV and Hooked Gamers. Enjoy!

01/22/13

DUST 514: Beta Impressions – Things Don’t Look Good

dust0I’ve spent a decent amount of time in the DUST 514 beta and now that the NDA is up, I’d like to share some basic impressions. I won’t go into great detail on many of the intricacies because other people have done already done so and much better than I would be able to. I’d like to get my thoughts out, however, because most of the reports you’re likely to read will be from EVE Online players. I’m not an EVE guy. Nothing against the game, I’ve just heard too much about “EVE offline” and “spreadsheets in space” to really be compelled to dive in, despite its sandbox offerings.  That said, I play a lot of games to stay current for my writing projects and competitive first-person shooters are pretty much a mainstay. And I daresay, EVE players aren’t who CCP is trying to court with DUST. So, with that said, here’s an average gamer’s take.

Let’s start with the whole “who CCP’s trying to court” thing. If it’s EVE players, they’ve lost their minds. To what end? The game is free to play and console limited, so at best they’re only picking up a small subset of that existing playerbase (though any EVE player that comes along is more than welcome for their second fleecing). No, I think they’re after the Every Gamer. DUST514, with it’s console exclusivity and emphasis on fast-paced, twitch gameplay, seems distinctly aimed at expanding their audience beyond what MMOs currently attempt. I mean, think about it. If they hit it out of the park with DUST and get competitive with games like Call of Duty and Halo, they’d go down in history as very rich and groundbreaking businessmen.

dust1Except, DUST isn’t positioned to hit that audience either. So the question is, who exactly is this game for?

Here’s the thing, DUST is a punishing, unforgiving, imbalanced, and overly complex game by design. The longer you play, the more of an edge you have. Even coming into beta, it is extremely difficult to feel competitive. Now, there are things in place to temper that, such as the passive skill-point gain when you’re not playing (DUST Offline?) but let’s be real, that’s a design for failure. It ignores the original problem! New players come to ever will lose the vast majority of the time. They will empty clips into other players at point blank range only to be three-shot killed over and over again. I firmly believe that one of the reasons Call of Duty, Battlefield, and Halo are popular is because you’re deadly right from the start. In DUST, you need to be lucky and get the jump on someone or hope they’re newer than you are.

But okay, you can use vehicles. That’s something! Yes, you can. And the game will do its best to hide this from you. It may be subjective, but I also feel that vehicles control slugglishly. Still, they’re there and a viable way to earn some XP.

dust2If ever there was a game that could use a tutorial, though, it’s this one. CCP have included lengthy paragraphs of text for the first time you open menus but if they expect the average shooter fan (teenage boys) to actually read through these, they’re crazy. That’s too bad, because I read them and they do help. I predict most players simply will not and will be overwhelmed before they quit. Hopefully to come back another day without too terrible of a taste in their mouth.

And when they do, they’ll have a lot to learn. The economy is actually kind of cool. It has that depth to it. You have to buy and equip gear on your soldier and make sure you have enough stocked up to last you a battle. Money is important. But again, people will be upset to realize that the item they just bought was for a single life, not forever, and not even for a single match. So they go through all that learning only to get another rude awakening in a series of rude awakenings. Harden the F up? Won’t fly here. It will only lead to an incredibly niche game that people forget about until it moves to PC and EVE/normal– er, shooter-MMO players can get their hands on it.

Also, PS3 players don’t give two craps about EVE. I’m sorry, they don’t. I’d wager that most of them wouldn’t even know what it is if you asked them. So this whole “two universes connected!” thing is basically lost on them. And when orbital bombardments start, they’ll probably seem real cool for a second until that nuke drops and kills everybody without their understanding how or why.

SoldierCompFinally, the setting. It’s generic. Space soldiers! I can get behind the sci-fi setting but everything from the soldier’s armor models to the environments has been trod and re-trod over and over again to the point that DUST’s setting becomes almost entirely forgettable. The graphics, too, seem muddy, almost entirely shades of brown, grey, and black, with very little anti-aliasing (jaggies everywhere!) and lots of pop-in. To its credit, in-ship stuff is pretty good but those are pretty much lobbies and waiting areas.

So what do we have? A game connected to an MMO its audience doesn’t care about, with an extremely steep learning curve, that makes players feel underpowered and overwhelmed right off the bat, and with little other than an auction house and skill system to call unique. Again, who is this game for?

I’ve played DUST. It can be fun. I have no doubt there are people who will absolutely love it. I just can’t see how the average PS3 player is going to choose it over any of the other competitive shooters. It, without any malice or ill will toward CCP or its fans, just doesn’t compete.

08/22/12

Undead Labs: Not Releasing an MMO — Instead, Single-Player “State of Decay” and It Looks Rough

A while back, I wrote a bit about Undead Labs yet unnamed zombie MMO. The idea of a survival-horror sandbox excited me — still does — but news today makes me a lot more concerned that game will never see the light of day. Instead of revealing more about the game they’ve been promising these last two years, they’re releasing a single player game on Xbox Live Arcade and PC. This is cause for concern.

Raise your hand if you know the other big, fledgling studio that went down this same path. If you said 38 Studios — now shuttered in spectacular fashion – you are correct. Curt Schilling and Co. spoke highly of how their developing MMO was going to take the world by storm while never actually showing us the game proper — like Undead Labs. They quietly whittled away at the project for years, polishing it to their enigmatic CEO’s sheen — again, like Undead; we’re not making something for the bargain bin here. Then, unexpectedly, both companies announce that they will be releasing single player games to precede the eventual MMO. This is where what we know about Labs stops and 38 picks up the string. Kingdoms of Amalur: Reckoning was admittedly a last ditch effort to fund the MMO before bankruptcy; they overspent and underestimated on all counts, claiming that they would need to sell 4 million copies of their KoA to succeed. They didn’t and are now tied with SWTOR for the biggest sunk ship of the year.

So I don’t need to tell you it’s a little off-putting when, out of the blue, Undead Labs announces that “hey, yeah, we’ve got this other thing we’ve been working on all along but didn’t tell you about because, hey, what’s PR anyways? Enjoy!” It doesn’t work like that in the games industry. Publicity is important, as their interviews and releases for the MMO show. I don’t buy that this was something they’d been planning all along. The red line on the budget sheet is strong with this one.

And unfortunately, the quality in the trailer is not. The graphics are last generation, the animations are stiff, and there is decidedly nothing unique about anything they’ve shown. For an MMO, it would be something to get excited over — in that case, all of those criticisms would be wrong when compared with the rest of the genre — but this isn’t an MMO, it’s a single-player game in the era of Dead Island, Skyrim, Battlefield, and any number of other boundary pushing titles. But I think those qualities I’m criticizing are actually pretty indicative. I actually refuse to believe that Undead would intentionally develop something so last-gen from the get-go. I would be willing to bet that everything we’ve seen in that trailer started off being developed for the MMO.

Then again, they haven’t even talked about a release date, so maybe it’s alpha. Releasing trailers for alpha games is smart and speaks to the end product, right?

To be clear, I still stand by my original comments. The MMO sounds great. If they’re hoping to fund it with this game, I’ll need to see a lot more before I’m sold. Promises only go so far, ask 38.

08/11/12

[DUST514] Battle Report #1 – Entering the game, the first three matches

Since DUST514 is a whole new kind of beast — which is immediately apparent when you log in — I thought I’d take a new approach to writing about it. Even though I felt more prepared than your average shooter fan, I knew within the first 20 minutes that it was going to take me a while to learn. So to chronicle my journey, I’ve decided that interval based reporting is fitting. Bear in mind that all of these experiences are from a beta client.

Battle Report #1 – Entering the game, the first three matches

I wasn’t wrong when I said DUST isn’t a get in and go shooter — at least to start. There is no question in my mind that this game will overwhelm newcomers. Character creation is pretty basic for an MMO. You choose your race and, like EVE, your sub-group under that (forgive me, I’m not an EVE player so the exact terminology they use escapes me). I went Gallente because they’re democratic but I’m not sure what impact this really has; the game doesn’t make it clear at all. After that you choose your name, preferred combat class, and are spawned into your Merc Quarters (MQ).

At this point the tutorial begins which, at the moment, consists of text boxes to explain each sub-menu. And there are a LOT of sub-menus. Think of everything you can access, modify, peruse in EVE broken into a tab system and you’ll get an idea. Each one comes with a 1-4 paragraph explanation. While this works, it’s certainly less than optimal, takes a long time to get through, and doesn’t do a good enough job of explaining the intricacies of many systems. For example, you can set up your character with a customized dropsuit that determines everything about your character (weapons, HP, regen speed, etc). Classes are really just starting points. What they don’t make clear is that to take advantage of that system, you must first train your 2 million or so Skill Points before visiting the market to buy a new drop suit as well as the modifications you would like to set into each fitting. Another thing that’s explained but not really made clear is that much of what you can buy on the market is one-time or limited use. Each death counts as a use, not a match, so my first custom class was immediately broken (“invalid”) a few seconds after spawning with it.

Yes, yes, but how does it play?

Playing the first few matches was frustrating. Not unusual for a new shooter. Not knowing the maps is an immediate disadvantage but learning how to actually play was what made it a struggle. The game doesn’t go out of its way to explain itself once you’re out of the MQ. For example, players have the ability to call in both land and air vehicles but the only way to see this is in a loading screen diagram with every other button. Having played other shooters, my immediate thought was that you would have to earn those call-ins somehow but I guess that’s not the case. Consequently, very few vehicles were being spawned despite their being readily available and quite powerful. There are also some quirks to the control system, such radial menus being controlled with the right stick instead of the left.

All of that aside, what made me take a break was balance. The game is incredibly punishing to new players, more so than any shooter I’ve played, and this is essentially due to the lack of explanation. I was routinely killed within a three shots by players so far across the map they could barely be seen; non-snipers. On at least two occasions I emptied an entire clip into an enemy only to drop their health by 50% and be killed within several return shots. I felt like I was dying quick. In contrast, other new players — who you can tell by their default armor — also died quick when I shot them. This tells me that there is something these other players are doing different, have accomplished or fitted or trained, and I want to know what. If I can attain what they’re doing, even if it means dying a lot, then I’m okay with it. Without any explanation, it feels broken and defeating.

If it sounds like I’m unhappy with the game, don’t worry. Like I mentioned before, it’s not unusual to get a little frustrated when you’re learning something new and are essentially a sheep amongst wolves. The trick is to learn how to compete with those wolves and be the most badass sheep you can be.

I don’t want to talk too much about how the game ran technically. It wouldn’t be fair and will likely improve. I will say this, though, lag was a problem as was graphical pop-in. But hey, beta and all.

I’ve only played a few matches and there’s a long way to go before I’m good enough to really compete. I really feel that once I learn the game’s systems better, figure out what it is I’m missing that these other players have, that I’ll do much better. Like I mentioned in my post earlier today, there is an incredible amount of depth in this game; more than I imagined there would be. Once I learn it all, I could see myself really enjoying DUST. At the moment, however, my concerns on that depth and steep learning curve scaring people off seem valid. There is no way DUST will ever, ever compete with other AAA shooters until it learns how to explain itself better. There are just too many other options to ask so much patience of your new player.

08/11/12

DUST514: Exciting Concepts but Tough Design

I’ve been following DUST514 for some time and can honestly say that I’m excited for the game.  The more I hear, though, the more it seems that CCP is building an uphill battle for themselves with the very things that make the game compelling in the first place. It’s complex. It integrates with an existing MMO in spectacular fashion. It’s deep enough to devote hundreds of hours to without maxing out every character specialization. In essence, they’re taking the concept of a shooter-MMO beyond the likes of MAG  and Planetside and marrying it to the mechanics of EVE Online. That should speak to EVE players and PS3-shooters alike.

But that’s the thing. By being a hardcore shooter, it’s the polar opposite of EVE’s gameplay and that might make it hard for crossover players to swallow. I haven’t played the game yet (but will soon, thanks Hirvox!), so all I know is from second-hand sources and dev interviews. Stabs got a chance to play it, however, and says about the same. While those systems tantalizingly call to EVE players, the shooting aspect harkens to a skill-set EVE never fostered. In essence, the wolves of EVE become the sheep of DUST. A tempting wall of “eff this” goes up for existing customers not willing to climb the initial skill-curve; a twitchy wall, as well, that gets progressively steeper the older one gets.

For my part, these things don’t really concern me. I’ve been a shooter guy for a long time now. Twitch gaming is something I’m used to and can even be pretty good at. I’m also an MMO guy, so all that depth isn’t really unexpected either. Hell, I’m getting the highs of all that concept without the lows of having to learn something completely new! But because I’m an MMO player, I have a natural one-up on the audience seems to be targeting.

Then there’s the strange PS3-exclusivity thing, which I won’t say a lot about, but immediately shut a lot of people out before they’ve even started. As the developer interview on a July Podcast Beyond elaborated, they didn’t want the pay wall of Xbox Live Gold.

In that same Podcast Beyond interview, CCP makes it pretty clear that they’re looking to expand the MMO audience to a whole new demographic, which is awesome. All those promises and high aspirations have done a lot to excite the Playstation community, too. My concern, however, is that they’re stacking the chips against them. Excel Online is alive and well in DUST. Look at the first video in this link. I see that depth and think “wow, that’s awesome.” Your average Call of Duty player will probably think, “holy sh*t, that’s a lot of stuff to worry about.” DUST doesn’t seem to be a get a get in and go kind of game. Maybe I’m wrong.

Two other things stand out as roadblocks, too. Every shooter has a learning- and skill-curve you have to climb before you’re competent. In listening to that interview, it sounds like CCP is applying the “harden the F up” mentality to dipping your toes. They acknowledge that there’s a learning curve but also that players should expect to grind to get good. THAT is an MMO concept that doesn’t work in shooters. The only reason military shooters like Call of Duty and Battlefield work is that you’re deadly right from the very start. I don’t doubt that DUST will let you kill players easily but if it becomes defeating, say 1 kill to every 10 deaths, it will drive players away. DUST is ambitious and exciting but not “slog through two weeks of misery” exciting. Console-based multiplayer has always struggled with how to get newbies over that initial hump of ineffectiveness. This design embraces ineffectiveness in a kind of “take your lumps” mentality that should be concerning to CCP. And if it’s true that old players will have a definite advantage over new, that barrier to entry will only grow over time. As much as the two worlds are tied, DUST is not EVE and can’t be treated as such.

The other potential roadblock is that, oddly, mouse and keyboard input will be supported. Maybe it’s a concession to their EVE fans because the precision of mouse over joystick is, frankly, an unfair advantage. Most PS3 players will use a controller and M/KB players will eat their lunch. And what happens when the high-end player with boosted skills and map know-how abandons the controller and goes for the better option? He becomes a powerhouse and DUST becomes even more defeating for the new guy. It was a strange decision, to be sure, and tantamount to saying, “hey, if you want an advantage, take it.”

Despite these concerns, I’m very much looking forward to the game. It could be good; really good. And all that complexity could turn on a dime and become the reason the game is endeared to PS3 fans everywhere. Who knows, maybe that’s what the MMO shooter genre needs; MAG’s “persistent COD” didn’t do much to keep it around. My prediction is that players who get over the learning curve will absolutely fall in love with the game. There’s really nothing else like it or even trying to be. There are design quirks but I’m also very much aware that this is CCP’s first try at something other than a PC MMO. If they’re reactive to the PS3 audience, what they build could be an evolution of the whole genre. If that’s not something to be excited about, I don’t know what is.