Now Playing: Battlefield Bad Company 2

After my vacation a few weeks back, came back looking for something new to try. Watched reviews of the newest releases on Steam and had to try Battlefield: Bad Company 2 as soon as I saw it. Thought I’d be interested in the single player campaign and then maybe get into multiplayer once I got the rust off (haven’t played a dedicated PC shooter in awhile). However, after playing just one level of the campaign I fired up multiplayer and haven’t looked back. I am only going to talk about the multiplayer as that’s all you really should care about.

Before I get into my overall impression – what I’ve noticed that has defined recent online shooters as big successes are all of the the things heavily borrowed from the MMORPG genre. The classes, the specializations, the unlockables, levels, skills – lets just call them the pellets – the same pellets that keep the average WoW player coming back to the lever waiting for their next fix. This trend has already expanded out to every genre.. RTS, strategy etc (even the sims for god sakes). It’s how you give the illusion of content by making the player drool and grind their way to their next tiny milestone – regardless of whether or not that grind consisted of a linear repetition the entire way – it doesn’t matter! Pellet time!

Attacking the pellet centre of the brain (think gambling addiction) is a for sure way to guarantee a sustainable player base – well at least until the pellets run out (end game??). The art/magic of it is making the pellets arrive at a rate that doesn’t seem too fast and easy but not so hard as to make them only attainable by skilled players and thus unenjoyable to the dumb masses. Also having ‘micro-advances’ (1% to this, 2% to that), leading up to a next-tier advance – pellet on a stick so to speak – works nicely.

BC2 utilizes all of this nicely and combines it with a great sandbox shooter to boot. It is the reason you are seeing the servers so packed and people from so many different genres picking it up.

Overview of the game as I know it: you create a soldier on the EA system, find a game server (quite easily done. For PC they upgraded some of the hardware recently and a lot of the ‘lobby’-type performance issues I saw last week are gone) and join a game. There are a bunch of different modes, but I’ve focused primarily on conquest (capture the flagish) and Rush - which seems to be the most team/squad oriented.  You can be either Russian or American. When you spawn you can select your class (assault, engineer, medic, recon), select if you want to join a squad and then select a spawn point. You can spawn on either your primary fire base, a captured base (secured by capturing the flag) or a squad mate.

The game looks amazing and plays amazing! Nuff said.

Despite the QQ on the forums about balancing issues, I find all of the classes complement each other nicely and have different utility depending on map, situation and squad composition. Before I break them down, let me talk about the pellets. You have many different areas to work on - all driven off a point based system that accumulates depending on your team/squad/personal performance in each map.

You have 2 types of kits – class specific kits and non-class specific kits. You gain points in your class by playing that class. You unlock your class specific gadgets, specializations and weapons through this mechanism. Your class specific score is a subset of your total score.  Non-class specific specs, gadgets, weapons are unlocked by your overall character score. These are more general specializations (ie. being able to run faster) and weapons available regardless of class.

Additionally you have 2 achievement pellets: insignias which are 1 time unlockable achievements gained through play (usually give a very generous amount of points on to your round score when you unlock them) as well as pins which are smaller achievements (small point bonus to your round score). Pins you can not only gain as many times as you want, but also you can achieve them multiple times in a single round (ie. reviving 5 squad members – revive 10 and you get 2 pins and 2 x 200 point bonus to your round score).

Weapons and specs that are used also gain ’stars’. These are related to the pin achievements above. Using your M60 and killing 100 people will gain you a single star next to that weapon in your kit. Killing 200 people will give you another gold star and so on. An aesthetic thing that advertises to your enemy how uber you are with that weapon.

Vehicles are dealt with as their own class, except they gain only specs. You achieve vehicle points by being in a vehicle for the kill (surprise). The achievements are unlocked both by total vehicle score and by your soldier score.

Lastly, your overall point total contributes to your ‘rank’, which gives you your rank level/icon (in addition to the non-specific kit unlocks). This gives opponents and squad mates an idea of how much time you’ve spent playing the game nomnomnomnom.

The 4 classes are fairly standard, though with the specs and weapons allowing for a certain degree of flexibility within. Assault class is your front line soldier. Defined by the use of assault rifles and the attached 40mm grenade launcher (aka the noob tube - point and shoot insta-gibbness), ability to spawn ammunition and the Destruction 2.0 achievement to take out buildings and everything nearby – they are what they are. Engineers use SMGs, have access to RPGs, anti-tank mines and are able to repair vehicles. In the levels where vehicles are a big factor, engineers can be indespensible for quickly eliminating enemy tanks and light armor. Recon troops are your standard sniper unit; camo suit, sniper rifles, motion detector, C4 explosives and the very powerful mortar strike for an area attack strike. Recons are very good at spotting, supporting attacks, flanking (though not as powerful in CC situations) and counter-sniping. The medic - which I’ve spent the most time playing, gets access to the LMG line, defibrilators for reviving freshly killed friendlies and health packs that regen nearby soliders.

Weapons are awesome in their looks, variety as well as the specializations that help to give people something to fit their playstyle. As a medic I use the massively overpowered (? haha), M60 with the red dot sight specialization and the marksman LMG barrel (better accuracy – near the end of the tree, each class gets a marksman spec for their class specific weapon).  I experienced it to give the best combo of damage, accuracy and rate of fire – seems to be THE choice for most medics – probably why it is QQ’d about the most. The standard sight sucks and I like the bolt on red dot for quick aquisition rather than the 4x scope. Looking at the MG3 (last medic unlockable weapon) – it trades damage for insane rate of fire.  However, because LMGs take a brutally long time to reload combined with the ridiculously high rate of fire – I found myself emptying a full mag too quick and having to reload after 1-2 kills. So kept with my M60. These are the types of decisions you will be working with as each class. Taking a spec to carry more ammo – or doing more damage? Rate of fire or accuracy?

As far as the modes I play: Conquest has you starting off in your main fire base with your team with the intention of capturing various points of interest on the map. You capture the objectives by having friendlies near the flag pole; after a period of time you will raise your flag and have it as a spawn point. Each team starts with 100 points and these slowly decrease on a timer for each objective your enemy has until you reach 0 – in which case you lose. The more objectives you have, the quicker you drain your enemies points. Games involve trading the flags back and forth for fairly hectic and continous (but not overly long!) games. Rush mode rotates teams between attacking and defending a series of objectives that need to be destroyed. Rush demands more team/squad coordination in order to make effective/sustainable attacks or proper defense.

The maps are varied and fun. Almost everything can be turned to rubble. Small arms fire ripping through doors, fences, windows and light walls – while rockets, tank rounds and bombs can demolish entire buildings. All maps contain vehicles – these range from an ATV, humvee, armored personal carriers (BMP, bradley), tanks (abrams, T-90) – to attack helicopers, UAVs piloted from various computer terminals and stationary guns and rocket launchers. Great sandbox feeling, though I would tend to say that the maps might be a little small to get the most use out of some vehicles. Most of the vehicles can fit multiple soldiers which is very cool and brings me to my next point.

Where the game really shines is the use of squads for cooperative play. You can join a squad (5 man team) at the start of the match randomly – pick one that has an empty spot – or create one of your own and have an invite only group for your buddies. All actions performed with your squad (reviving a squad mate, assisting with a kill, avenging etc) give you more points than if you were helping out a random teammate – a high incentive for point-whores. However – the most important aspect is you can use your squadmates as mobile spawn points (ie. if your medic is dead, you can hide out and wait for his timer so he can spawn on you and then continue) – this includes spawning into a vehicle a squadmate is driving. In my experience, most BC2 rounds are turned by a single squad pushing together effectively from objective to objective – leaving the random lone rangers, drunks and hero wannabes helping out simply by being distractions for the enemy. I am not part of an organized clan, nor do I have any ambitions to. Being able to quickly get into a small unit of people and start working together right away is just awesome. So much so that once you get that synergy in your group and are kicking butt, it really becomes apparent how valuable to both your team’s success and your fun factor it is that you find some people who are interested in playing the game as a squad. Within a server I will often squad shop (hop around to other squads) until I find people that are on the same page. It equates to a TON of fun and lots and lots of points.

There you have it. I haven’t been into a shooter for a long time (did not even try MW2) and was skeptical about how I would like it – but Bad Company 2 simply rocks. The multiplayer is rewarding in both gameplay, pellet-factor and the ability to achieve an awesome cooperative experience with little effort.

I recommend this game highly!

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Rating: 6.4/10 (5 votes cast)

On the shelf: Spring 2010

Spring has brought cool games. Some I want to get, some I have and would say go ahead and play – and some I am undecided despite the hype and marketing.

So far the games I want to check out:

  • God of War III – PS3, looks… damn cool – but its on PS3 and mine is dusty
  • Mount and Blade: Warbands (March 31st) – Have to check out the 32 vs 32 online sieges!

Games I recommend:

  • Battlefield: Bad Company 2 -Review coming!! Just playing some more rush games

Games I am currently avoiding:

  • Final Fantasy XIII – Too linear, removed sandbox of FFXI, removed real character development
  • Command and Conquer IV – Reviews make it sound pretty bad
  • Dragon Age: Origins – Awakening – Haven’t finished the entire first campaign. Single player RPG a bit yawn
  • Assassins Creed II – Not my play style; plus the DRM sounds… LAME!
  • Supreme Commander II – Not calling to me in any strong way
  • Napolean: Total War – Undecided as Empire did not give me as many hours played as I thought it would have
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Rating: 10.0/10 (1 vote cast)

Now Playing: Mount & Blade

On the heels of canceling both of my Darkfall accounts – I have obviously been toying around with various other games. Mass Effect 2, Bioshock 2 and Empire: Total War to name a few. Despite the qualifications of said games, the one that has really captured my attention is an older indie game called Mount & Blade. Dark horsed it, so to speak..

So.. I was on Steam looking for something to play over the long weekend and picked it up for 5 bucks. Read a few reviews and thought, hay why not? I had no idea what a cult following this game has. The base game (the module called ‘Native’) is only the start. There is a massive community of players and developers creating mods for this game and many of them are pretty cool… so much so that I barely even put much time into native at all. It was designed to be modded and played that way. Even better is that the first stand alone expansion called “Warbands” is being released on March 30th (check here). Gives me a good month to mess around with the original before moving on.

What is Mount & Blade? Basically a sandbox style game where you create a character in a RPG type way (select character background, look, stats, skills, etc) and then are tossed out into a massive medieval world to do what you will. The base interface is an isometric map where you move your character/party/army around. There are many villages, towns, cities and castles that you can visit – all controlled by Lords that swear loyalty to the various political factions that form the nations of the game. While you can do anything from being a trader delivering goods from one city or another, questing for the various nobles and town elders to burning and sacking villages – the game touts one of the most fluid and realistic medieval combat engines I’ve played (with horse mounted combat being the focus). Essentially you begin by recruiting villagers or mercenaries you can meet in city taverns – and then chasing after bandits on the world map which inevitably leads to awesome FPS style battles.

The grand scheme is to slowly build your character and your army (they also level up through combat – a simple towny recruit can branch out to become any of the powerful units in the base tree they belong to), either to gain enough renown to pledge allegiance to a faction and control a city – or to besieg a castle and becoming a king yourself. The first battles you fight will be attacking the small bandit forces roaming the forests, but all too soon will become full fledged army vs army combat. There is no fixed story other than what you make through your own actions. It doesn’t have that aimless feel that Oblivion does after you achieve a godlike character too early in the game either. Recruiting, managing and keeping your heroes and soldiers alive long enough to become stronger is fun, as well as developing renown and alignment towards a specific nation by aiding them in campaigns against their neighbours. Developing your own character through tuning stats, a variety of skills and of course oodles of lewts from your fallen enemies also helps to keep the short times between battles interesting.

The graphics are subpar. Let’s get that out of the way. Even with some of the 3rd party texture packs and higher res stuff it doesn’t have the technology behind it that most newer games do. But it really doesn’t matter. The 100+ frames per second you’ll get in most battles makes everything seem fluid and lifelike (well besides the fact that the AI is mentally challenged).

Battle is where Mount and Blade really shines. You just can’t find a game out there that really gives a large scale battle feeling and maintains the realism once you are in the midst of things. It’s a FPS style game but much more than a simple hack and slash. Simple and intuitive but difficult to master.

For 5 bucks you can’t get better value or more fun. Stay tuned for a beginners guide to Mount & Blade!

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Rating: 9.5/10 (2 votes cast)

Postmortem: Darkfall Online

Yesterday I put the rubber stamp on my decision to take an extended leave of absence from Darkfall Online. I played it more or less consistently from the release of the NA-1 server in June until Christmas (where I lost my motivation). If you don’t like MMORPGs or haven’t played one, I would stop reading right now. Otherwise, here is a postmortem of my time in DFO.

Anyone who played Ultima Online has been waiting for this one for a long-long time. I barely realized it was out of beta until 2 months after the European launch because I had stopped watching it years ago. Boasting free-for-all open-world PVP, housing, cities, siege combat, sea combat, skill based, no skill cap – basically a first person Ultima Online without the carebearness of the later years – it is a very ambitious game from every angle. At this very moment the game does have all of those features and more. If those interest you.. try it out!

Because I am a negative bastard I am going to concentrate my review on the things I didn’t like.

From day one of release all of the big PVP MMORPG guilds were on this like lice and of course how could I not be involved. I’ve played every other big market MMORPG to come out since before UO. As I write this, many of those guilds or core players of said guilds have since moved on. There are still a decent amount of people playing (in a relative sense), but no where near the amount to keep all of the cities active. Besides sieges, the open world PVP is really limited to how much traveling you want to do versus time fighting (it really is a BIG empty world for the most part – think WW2 Online).

The Game Killers

- If you’ve played anything like Eve Online, Warhammer, WoW etc – you are used to a fairly polished experience. The second you log into Darkfall you are placed into one of the most archaic interfaces ever made. Granted they have made some good progress on that, but I would say that in itself is enough to scare off 50% of the new players coming from other, more mature games. It does become second nature eventually but you gotta really want it..

- New players. The questing interface is an absolutely tacked on joke which really begs the question of why they included it. Starter city questing is supposed to be a gradual introduction for new players to the game.. but it is so ugly and unintuitive that it has the opposite effect. Coming into this game without a guild/clan is a very difficult thing to do. You lack the protection of a clan city (aka safer place to macro) and will most likely be vultured out of your limited resources by roaming gankers. I started off clanless and did my time as a complete noob, then joined a guild on Yssam while I waited to see if I could get into LoTD (which was my hope from the day one). Basically unless you are willing to do the research and seek out a clan, the game is not going to help you. You will just be a grease spot… stuck slinking within running distance of guard towers or slowly sharpening your teeth out of a remote chaos city.

THE TRIANGLE OF DEATH

1. No skill cap, slow gains: one of THE worse ideas ever to be conceived: a completely skill/stat based game without any soft/hard cap. On top of this, gaining by actually playing the game as intended was a slow ride to insanity. So.. despite that there are tons of skills in the game, so in THEORY it would be difficult to come close to mastering them all buuuut – see below…

2. Macroing / exploiting: the absolutely insane amount of afk macroing and mob exploiting that took place with no repercussions FOR SO LONG was a game breaker. At the beginning it was the ‘blood wall’ – afk melee and casting on clanmates in the city. When they countered this by increased melee gains on monsters x3 and casting gains on mobs x6 – enter Bob the lava golem. Literally I was spending 12-16 hours a day unattended macro casting at the lava golem on Cairn. Once our enemies started raiding the spawn it was less safe, but literally almost 2 months of completely safe afk macroing without even a word from a GM. Enough to get 100 in every school of magic without breaking a sweat. I attribute this to… see below…

3. Slow patch cycle: Adventurine was VERY slow to respond to the glaring problem of macroing and mob exploiting. 2-3 months of unabated free-for-all unattended macroing created unnaturally uber characters – not to mention critical game balancing issues left to run wild.

Combine these three points into what I would call the triangle of death. On one hand you have the idealistic notion of a skill based game with no skill cap – relying on the shear number of skills and time necessary to achieve gains in all of them to force players along a certain path. Enter day 0 – unattended/macroing on a ridiculous scale, (favoring guilds and alliances who have secured enough property to do it with relative impunity). Now you have people macroing 8-16 hours a day, getting skill/stat gains all day every day without even playing the game. Getting rid of the blood wall just moved the macroing hordes to high HP mobs easily bugged out in the terrain – for even greater gains. So you have all of the best players having the ability to cycle the very best spells in the game in EVERY school (skill 90/100 area effect spells, AOEs). It took over 6 months for them to even start changing magic to account for this huge imbalance (adding global cool downs on high level nukes). Not only this, you have what would be the equivalent of a 7x GM mage in Ultima Online running around with the ability to melee because of the lack of a skill cap. Basically counterstrike junkies with 20ms pings owning anything that moves.

What was the slow eventual “fix” to no skill cap? Starting to add “roles” for pure melee players that limit what magic schools can be used. The “roles” are roughly equivalent to a class system, just with the ability to switch between them easier. If they had guts they would have put in a skill cap and taken the bitching in order to fix the game.

Macroing? Now they have started to become more strict on people afk swimming or being in town unattended. Two strikes, you’re out. The only people this hurts are new players. There is no way to humanly catch up on the skills and stats that older players have without resorting to exploiting or macroing (well UNLESS you had a skill / stat cap).

:( ((

Is it is too late for Darkfall? There will always be the hardcore following because of the simply amazing scope of the game and fun PVP – but with the flawed initial design and the deathly slow response to game killing problems that led the game to where it is today – I find it unlikely that the hundreds and hundreds of players that have quit will come back for anything but a miracle.

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Rating: 5.5/10 (2 votes cast)
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