AggroChat 91 – Space Ninjas

aggrochat91_720

We realized that it had been a really really long time since we’ve had a normal show.  With the holidays and a handful of theme shows…  it has been amazing to have all of these special guests hanging out with us, but it had been far too long since we just did a normal “games we are playing” type show.  This week also is the return of our normal lineup of Ash, Bel, Grace, Kodra, Tam and Thalen.  Tonight we talk about….

  • Magic: The Gathering – Oath of the Gatewatch
  • Diablo 3 – Season Five Launch
  • Warframe – Co-Op Space Ninjas
  • Undertale – a few more start playing
  • Victor Vran – Secrets and Objectives Diablo-like
  • Kingdom – Combat without fine control

Next week we will begin our “Games of Last Year” show where we finally get around to talking about the games we though were our favorites from 2015.

Death

Forgive me the break from usual gaming and business-y posts. It’s been a bad week for beloved celebrities, and I’ve seen a lot of people expressing their grief in a variety of ways. A conversation I had yesterday sparked this post, a friend suggested I write what I told him on my blog, so here we are.

Death

I have had perhaps the gentlest introduction to death anyone could ask for. My parents are both doctors, and in the medical field death is an inevitability. A lot of people dislike or distrust doctors for their clinical detachment– it feels, to them, like the doctors don’t care. Growing up with two of them, I can say the opposite is true, at least for my parents. The detachment is what keeps someone sane when they literally hold people’s lives in their hands every single day, when they can get a phone call at 3AM and have to jump out of bed and rush to the hospital, no time for coffee, barely time to get dressed, in order to see to a patient whose treatment couldn’t wait until sunrise… and then work a full day with the patients whose treatments COULD wait.

I remember dinner conversations where, growing up, I thought the casual mention of a patient dying was shocking– how could something so serious get brought up so casually? In hindsight, I realize that was my parents’ way of remembering each patient who died. You’ll note I don’t use euphemisms like “passed away” or “left us”– my parents avoided using them, possibly in order to honestly internalize the weight, possibly because neither of them are much for sugar-coating reality, so I’ve never picked up the habit.

In a similar vein, I was never told the lie, growing up, that my parents would be around “forever” to take care of me. They would always say “as long as I can”, and it was just as comforting to me as the lie would have been. I remember correcting a babysitter at one point, who told me that my parents would be around “forever”, and I told her they wouldn’t, because people don’t live forever. I think she, in her twenties at the time, was somewhat put off by this coming from a seven- or eight-year-old’s mouth.

I don’t really talk about my views on death very often, because it tends to put people off. I feel like life is inherently limited, and that accepting death is a very personal thing. I am less sad about the end of a long life well lived than I am about a life cut short too early, potential unrealized. I understand why we have funerals, but I’ve always thought it a pity that they’re such somber affairs, rather than individually tailored to the person, the way we do with weddings. The end of a life well lived should, I feel, be a raucous celebration akin to the last dance at a ball, a final party to mark the end of a good run. This bothers some people, who feel like that’s inadequately respectful. I dunno, I kind of think I’d want the last big gathering of my friends and family to be an outing that I’d actually want to attend, were I still around.

People don’t live forever. I feel like this is one of the hardest realities to come to terms with, and I consider myself lucky that I had it instilled in me early. I remember a funeral, once, and my parents’ stoic composure while everyone else in the room sobbed and wailed. I remember thinking they looked wistful, rather than sad, and later I asked why. My mom put it well: “I hope that when I die, I will have made that many people happy enough to come see me off.”

I do too.

More on Warframe (Playing With Friends)

Last night we managed to get a group together for Warframe– Ash, Bel and I got together and rocked some missions, it was a ton of fun. I want to dive in a little bit more to talk about why, after the initial coolness of motion and combat has settled down a bit, I’m still really interested in playing more of this game.

More on Warframe (Playing With Friends)

I started with the Volt frame, and I’ve since picked up a few other frames (Ember, Trinity, Ivara), and traded a few rare items I’d picked up for the start of a Prime frame. A “frame” is essentially a character, like in League of Legends– they have their own stats, their own unique abilities, and their own appearance. A Prime frame is essentially a souped-up version of a standard frame, with better stats and usually a unique trick or two. They can’t be bought on the store, the parts have to be found on missions and constructed.

I’ve played a LOT in the last few days. I’ve got a goodly selection of mods, I’ve got a decent sense of how to level them up and how a handful of different frames play, and I know how crafting and various other systems work. Ash has about the same knowledge of the systems with a bit of a deeper understanding of the item stats and how they interact, but less playtime and thus fewer levels on fewer frames. Bel started playing this afternoon, with basically no knowledge of the game other than what he’d read about.

More on Warframe (Playing With Friends)

Bel played the first two tutorial missions, roughly twenty or thirty minutes’ worth, and then Ash and I jumped in with fresh, unlevelled frames to join up with. The entire thing was seamless. What’s more, I had an unlocked mission that the other two did not, and I was able to load it up and bring them with me. Ash and I ran a mission that he wasn’t even close to unlocking, and when we beat it he got unlocks for the other surrounding missions, just as if he’d reached it normally. We were able to then go and fight the boss of the planet and unlock the next planet in the series. We also jumped into a mission with wildly uneven frame levels, and it worked just fine. I wasn’t overpowered and dominating the mission any more than he was underpowered and struggling. This includes story missions as well– Ash and I jumped in on several of Bel’s story missions and got XP and useful rewards, despite having played them already.

I have a hard time expressing how much I like this. Levelling up isn’t meaningless, but it is in no way an impediment to you playing with your friends. I could jump in with a max level frame with my friend who’s just started and we’d still be able to have a good time. I can carry over my progress on weapons and mods to a new frame I choose to play to get a little boost, or I can start totally fresh with an unlevelled frame and weapons with a buddy, and play at exactly their level while still benefiting– credits, XP, and levels on new frames are all worthwhile.

More on Warframe (Playing With Friends)

There’s even a player level, which rises much more slowly than everything else and requires that you pass an exam to level up. Exams can only be attempted once per day, whether you succeed or fail. Raising your player level unlocks new options for weapons, frames, and various game features like trading and factions, but has little effect on your frames themselves. What I find interesting is that it doesn’t rise with XP earned, it rises as you level up frames and weapons. In order to get a high player level, you NEED to keep trying new weapons and frames and levelling them up, so you want to level up something new with a new friend who’s joined the game.

Kodra is out of town, but I suspect he’ll like the game once we get into it and have his own set of favorite frames. I have a frame set aside to try out once we can play together, as does Ash (I believe), and none of it will feel unnecessary or like it’s holding us back. The whole setup is very elegant, and brings a “play with your friends” mentality that I found absent even in games like Borderlands, Destiny, or even the majority of MMOs, where even a mild level or gear gap was significantly noticable.

More on Warframe (Playing With Friends)

When I go on about games needing to let you play with your friends, and removing “levelling”, Warframe is a prime example of what I’m talking about. Sure, individual parts of the game have levels, and increase in level as you play, but none of them separate you from playing with other people, and the biggest “overall” level (your player level) is largely insignificant in actual gameplay. Levelling is distributed across a wide variety of parts of the game, and the sense of progression and advancement isn’t diminished.

Warframe (and why verbs are important)

I’ve been playing a goodly amount of Warframe lately. I played it a bit very early on, while it was still kind of half-baked and just barely out the door, and I basically hated it. It had a neat concept — acrobatic ninjas in space — but I didn’t really feel like the levels made me feel like a ninja, the weaponry and starting “character” I got weren’t to my tastes at all, and I couldn’t really do any of the cool stuff I felt like I should be able to. I also found the visuals unappealing– gross organic green and brown, and I couldn’t do anything to change them. On top of all of that, everything on the store felt ludicrously overpriced– $30-40 for a new character to play, $15 for a new gun, etc. Without being able to try any of these, there was no way I was going to pay that kind of money.

Warframe (and why verbs are important)

I’ve been looking for a new cooperative game, though, one with some meat to it, and Warframe came up again. Ash really liked it, and wanted to play more of it, so he’s jumped in along with me. The very first thing I noticed is that the game actually has a tutorial now, one that sets up some basic motivations and grounds me in the world. It’s not any deeper than, say, Destiny, but it’s somewhat more coherent than Destiny was to start.

I’m going to refer to Destiny a lot in this post, because Warframe and Destiny share a lot of similarities. They both have a mission-based structure with lots of collection of materials used to create new weapons and armor. The biggest and most noticable difference is in the movement. Destiny has some incredibly tight controls, some of the best in video games, but its movement is pretty staid. You walk around on a surface, there’s not a ton of verticality (maybe two or three tiers of flat platforms), and you’re limited to a fairly low jump and whatever your class’ special movement power is, which is the most fun part of movement but tends to be somewhat limited. You also get a vehicle, a fairly cool looking jetbike that amounts to a big bonus movement speed buff, but doesn’t add any new options (and you can’t shoot while on it last time I played).

Warframe (and why verbs are important)

In Warframe, movement is incredible. It’s the difference between 3D Zelda games and Assassin’s Creed. The first is very servicable and very tight but not necessarily fascinating, the latter opens up an entirely new world of motion. Warframe, by default, gives you a broader set of movement options that nearly any other game I’ve played, and THEN you can adapt those and unlock more. You have double and sometimes triple jump as a default, you can wall-run, wall climb a la Mega Man X, dodge roll, slide tackle, and at least one that I’m probably forgetting and Ash will mention to me later. There are also combinations of these– you can slam the ground while jumping, slide into an incredibly satisfying forward dive, propel yourself off walls to attack enemies, and so on and so forth. To add to this, the levels are designed to make this not only feasible, but fun, with tightropes for you to ninja-run across and plenty of walls and gaps for you to essentially fly past.

Movement is so much fun that I do more melee in the game than almost anything else, despite my penchant for playing a sniper-type character that the game hugely supports. Despite having INCREDIBLY satisfying sniper gameplay, I’m still closing to melee and skirmishing, something that I pretty much never do in this kind of game. Opting for melee means that I can dive and jump across the battlefield to my targets, which is an absolute joy.

Warframe (and why verbs are important)

The two games that Warframe reminds me of are Mass Effect 3’s multiplayer (which I love), and Destiny (which I didn’t, but I understand has improved dramatically). Neither of them have movement as fun as Warframe, and that movement makes all the difference. It’s an extra verb other than “fight” that the game has made fun and compelling, and I would play an enemy-free level that was a ninja footrace through a crashing spaceship or something, just because that would be incredibly fun. As I research the game while writing this, I’ve found that this actually exists as part of the Clan system, their equivalent of guilds, so I’m going to wrap this up and go look into that.

Adding more verbs to games really makes the experience richer and a lot more interesting. Warframe has a very competent combat engine, but its movement is what really sets it apart. I’m really interested in seeing what kinds of verbs we see in games, and which ones get added. Warframe’s “vehicle” mode is a flight game in full 3D, which I’m very interested in checking out. Part of why I like stealth games is because they add another interesting verb — “hide” — to the usual mix, and often have fairly interesting movement to boot.