Games of the Decade: 2013

Final Fantasy XIV – A Realm Reborn
This morning we continue the series that involves me looking back at the games released in the past decade. When you look at 2013, there were an awful lot of good and interesting games released, but again we are focused on the games that were specifically important to me. You are probably going to have your own list and there are going to be titles that I exclude that were absolutely bedrock to your gaming experience. Lets dig in because I dredged up four games from my memories and want to talk about them.

Marvel Heroes

Marvel Heroes – PC
Every so often there is a game that comes along that you don’t fully appreciate until it is gone. You will know my love of Diablo style games if you have read this blog for any length of time. Marvel Heroes was an extremely solid entry into that genre, and instead of slaying demons you focused on playing one of the Marvel Super heroes and taking down the traditional baddies of that genre. This is a game that was probably well before its time, and had it been released with the full support of Disney it could have possibly ended up differently. I mained Captain America because at the end of the day he has consistently been one of my favorite heroes. The only one of my friends who was also super into this game was Thalen, and as a result I spent quite a bit of time running amok with him and clearing content. When I look back this is one of the games that I find I miss the most and wish I had a modern equivalent. There is Marvel Future Fight on the handhelds but it is a little too “free to play” for my tastes. This game had quite possibly the best starting experience because you could effectively play any hero to level 10 before choosing which one you wanted to unlock all of the way. There were also plenty of options for unlocking random heroes withing paying cash shop currency. Will always miss this game and unfortunately it never seemed popular enough for us to be able to get an emulator server.

State of Decay

State of Decay – Xbox 360
I love this game, and I am not entirely certain if I can fully explain why. Firstly I am a huge fan of the zombie apocalypse genre, and I still to this day watch Walking Dead and its spin off Fear religiously when the season is going on. Both shows have sorta jumped the shark but I can’t seem to pull myself away from them. I also love games that let me explore and loot areas freely, and State of Decay is a bit of an amalgam of what I think of as the Fallout experience with the Zombie Apocalypse genre. The game also has a heavy emphasis on base building and recruiting new survivor groups to help you out. The original game was released in June on Xbox Live Arcade for the 360, and I think I bought multiple copies of the game when it came out on Steam to gift to friends. This is just one of those games that I keep going back, especially once the YOSE or Year One Survivor Edition came out adding in all of the DLC content. The big innovation that this game provided that I loved, was the ability to board up windows to buy yourself more time to safely look a location as rummaging tends to attract zombies. Still well worth playing especially as cheap as the YOSE package tends to be these days.

Final Fantasy XIV: A Realm Reborn

Final Fantasy XIV: A Realm Reborn – PC
I figured if I was going to talk about Final Fantasy XIV I should dig out some of my older screenshots. This is your reminder that I started the game as a Highlander. My true enjoyment finally came when I decided to Fantasia my way into Lalafellian adorableness, but my first experiences were as the angriest Bel ever. This game is still to this day one of the best roleplaying game experiences I have ever played. While I keep finding myself falling out of sync with its long term gameplay, I can always return and gobble up new story content and get back into the swing of things. A Realm Reborn is a feat that should be celebrated, of a game company doubling down on a game that failed spectacularly and then managed to transform that lump of coal into a diamond. This is the “Rudy” sports movie metaphor for the video game world, and we all sorta love that it happened. When you see a bad launch you need this in the back of your head of a time when it did work out, and secretly hope that the company has the fortitude to pull something of this scale off (I am looking at you Anthem). I just heard some news yesterday that Final Fantasy XIV has passed into the 18 million active accounts territory, and that is phenomenal. If you’ve never played this game you should absolutely pick up a copy and try it out. Cactuar is by far the best server and if you can’t stand its radiance… then at least land on the Aether data center.

Pokemon X and Y

Pokemon X and Y – Nintendo 3DS
This game gets special recognition largely because this is the first time I allowed myself to get caught up in PokeMania. This is the first Pokemon experience I have ever played at launch, and honestly the first time I have really experienced the ins and outs of the game at all. I played Pokemon Blue a bit with an emulator, but I was a College Junior when the original games came out and had long since moved beyond caring about my Gameboy. I had a lot of fun getting caught up in the magic of a Pokemon launch and have since participated in other games including the most recent Sword and Shield. I am still not great at playing this sort of game but I do find them enjoyable. I however care way more about collecting all of the Pokemon than I do about battling, and more or less find battling to be a necessary evil to accomplish the first goal.

Risk of Rain

Risk of Rain – PC
This is the game that made me realize that I actually do like Rogue Likes. I would probably not have realized this however without the help of Ashgar who spent time playing the game with me. I want to do this again at some point with Risk of Rain 2 and see how well the experience translates to 3D. This is a game that absolutely overwhelms the player, but over time you start to learn the rules of the road and figure out which power-ups you should be focused on. I enjoy the game way more when playing with other people, but I have found myself revisiting from time to time on my own and trying out new classes that I have unlocked. The difficulty scales as you go making it extremely frenetic as you near the end of a level. If you’ve never checked out this game, I am sure you can pick it up these days for next to nothing.

Where Bel Was Mentally in 2013

I have to say that 2013 was a bit of a renaissance year for me. It was the year that I began my three plus year long adventure of blogging every single day. This taught me a lot about myself and also showed me the therapeutic benefit of sitting down every morning and dumping my thoughts and feelings out onto the written page. Because of this event so many other things happened like AggroChat my weekly podcast and the whole Blaugust thing and the community that has developed around it. It was a great year.

State of Decay 2 Impressions

State of Decay 2 Impressions

This morning as I alluded to yesterday morning…  I am going to talk a bit about my experiences with State of Decay 2.  This game is officially released today, but has been out for anyone who pre-ordered the game since last Friday the 18th.  Now I had every intent of playing this game on the Xbox One, in part because I really did not want the Windows Store nonsense in my life.  This game has been funded in part by Microsoft and as a result they have made a bit of an exclusivity grab forcing it to be released on the Xbox One console and the Windows Store initially…  though I assume at some point in the future it will also be available on the more important storefront of PC gaming…  Steam.  When you buy the game however you are essentially purchasing two copies and can shift back and forth between console and PC through cloud saves.  This is a fact I am super glad about…  but I will get into that more closely in a few minutes.

State of Decay 2 Impressions

I preloaded State of Decay 2 on my Xbox One and last Friday night when I got home from work I fired it up hoping to lose myself in the zombie filled world.  This however was what I was greeted with…  a muddy mess.  Unfortunately a number of my attempts to save screenshots on the Xbox One failed but the game was filled with a number of glitches and extremely poor textures.  It honestly felt like maybe I was back playing a game on the Xbox 360 which was a bit shocking as I had already at this point seen footage recorded on the Xbox One X.  Therein lies the problem I feel…  that maybe Undead Labs was directed to really push that 4k gaming version on the more powerful console…  and as a result those of us with vanilla Xbox One consoles are going to have a sub par experience.  On top of the look…  there were issues where the HUD would just start flickering for no apparent reason and there was a moment when my health bar and map widget disappeared completely.  There was absolutely no way I could stomach playing the game in this state and I started to get extremely sad and frustrated.

Upon logging out that Friday night I opted to swallow my pride and install the Windows Store client…  which honestly is something I had hoped never to do.  Has I been able to make the  Xbox version work, I would have waited until I could play it on Steam before installing it on the PC…  and in truth if that option comes up along the line I might take it.  I love Undead Labs the company, but I hate this deal with Microsoft they have crafted because I am a Steam and PS4 guy…  not a Microsoft ecosystem guy.  Thankfully for my sake after installing the Windows client the game immediately downloaded my most current save file and I was up and running in windows in pretty short time picking up exactly where I left off on the console.  Now this might be a really great option for people who want to be able to shift back and forth between the two platforms.  For me both my consoles and my gaming PC are sitting side by side and I use the same monitor for both…  so it doesn’t really save me much.

State of Decay 2 Impressions

For point of reference… I am running State of Decay 2 in 4k resolution with the High default options and manage to get a pretty stable 60 fps on my GTX 980…  which honestly tells me on the Windows side at least this is a pretty optimized client.  I’ve scaled down the images to 1080p resolution for the purpose of posting on this blog so just some things to keep in mind as you read the post (and in truth I think the wordpress content network scales them down further).  State of Decay 2 is above all else a game about building a community and trying to make that community thrive.  You start the game with one of several pairs of survivors that each have some sort of a unique link between them…  some are partners, some siblings, some just good friends…  all trying to survive in a zombie infested world.  This takes place in the same ecosystem that the first game did and you occasionally hear remnants of the same network of survivors that existed in the original and “YOSE”.

Your first step upon completing the tutorial is of course to build your base…  or in this case just take something over that looks fortify-able.    The icon on the map that looks sorta like the Arc De Triomphe is what denotes a stronghold that you can choose to move your base into.  Also in the above screenshot you can see a number of meters along the top part of the screen denoting the stability of your base and the sort of resources you have gathered…  which left to right represent Food, Medicine, Ammunition, Building Materials and Fuel.  These become extremely important to making your base work as they serve both as a resource to augment the functionality of the base by building new facilities…  but also serve as resources that are constantly depleting through the actions your community members are taking.

State of Decay 2 Impressions

There is a constant push to go out into the wasteland and search for new resources to take home to your base.  Gone are the sea of vehicles that you can drive around in endlessly and those two now serve as a sacred resource you need to gather up and horde, each with a very limited fuel capacity and range.  The game now differentiates between resources you find for yourself and can store in the communal shared inventory…  and packs full of resources that you find and have to take back to base and place in the material storage.  Similar to the first game you can only carry one of these packs at a time, but with the advent of vehicles being a limited resource…  we instead get the ability to store resources in them to make hauling things back to base a little easier.  As you approach a vehicle you can open the trunk…  even if a vehicle doesn’t have a trunk like a truck.  From there you can store up multiple packs allowing you to drive around and ferry a large number of resources back to base in a single trip.

Additionally you have the ability to claim almost every building as an outpost.  In the above screenshot you can see in orange that Swine & Bovine serves as a food collection resource, meaning that if I were to claim it as an outpost it would start sending back food every day to my community.  Similarly I managed to find a power station that upon claiming gave my base power as a resource, allowing me to start unlocking all sorts of electrical perks.  The cool thing about outposts is that they stay claimed even if you decide to pick up base and move elsewhere when you outgrow your previous home.  Right now my goal is to try and claim outposts in the major quadrants of the map allowing access to always have a safe spot nearby that I can unload my packs or pick up additional resources if I need to.

State of Decay 2 Impressions

State of Decay 2 is a bit of an odd game because much like Destiny 2… if you told me it was simply a patch to the original game I would probably believe you.  Under the hood however I know it is a complete ground up rebuild of the game in a completely different engine, and that process has netted a much better version of the same game we have loved since the Xbox Live Arcade days.  The game is State of Decay but with all of the things about the first game polished a bit more.  Sure there are still some janky moments, but those are fewer and less severe and the end result at least on the Windows client is a very smooth and even experience.  The combat feels better and more purposeful, and while the zeds still occasionally get cheap shots in… it feels like you can control the flow of combat a bit better with dodges and kicks to intersperse into your rapid button mashing of melee attacks.

More than the melee however… the Gunplay feels so much better.  In the original State of Decay the best weapon seemed to be the shotgun… because everything else felt extremely inaccurate and I wound up needing to fire way more rounds than I would have wanted…  summoning an endless horde of the undead to attack me.  Gone are the random zombies that seem to warp into view from out of nowhere, and instead is a more strategic experience.  If you want to take down an infestation…  you can roam around the outside of the location picking off the stragglers to reduce the number of zeds that are going to come running the moment the action really starts.  This feels so much better as compared to SoD1 where just firing a gun would cause a string of roamers to simply spawn into the map.

State of Decay 2 Impressions

Weapons with suppressors like the one shown above slung to this characters pack also feel amazing, allowing you to pick off zombies at a distance.  What is awesome about this is they also serve as a bit of a distractionary measure because the gun fire doesn’t draw notice of the zeds…  but they are momentarily attracted to the sound of a body hitting the ground.  This offers some situations where you can pick off an entire horde a single shot at a time because they will keep swarming the location of where the last body fell, allowing you to line up the next shot.  There are also all manner of explosives this time around that really help when trying to take out the other big new thing in this game…  Plague Hearts.  One of the weird things about SoD1 is that your character could die, but you would never actually turn into a zombie.  Now in SoD2 there is something called the Blood Plague and the red eyed zombies from the first game…  now exhibit the infection with pustules on their body and seeping blood from their skin.

Getting hit by one of these increases a meter that you can see in the Swine & Bovine shot above, that effectively is the increase in the infection until you are ultimately overcome and turn into a mega zombie that your other characters can then take out.  The doctor that you find during the tutorial has a cure for the blood plague, but it involves killing plague zombies and collecting samples…  which in truth is something you are going to have to do pretty often in the game…  meaning you have a nearly endless supply of cure.  Scattered around the map are a number of Plague Heart locations where the plague is emanating from, and taking down one of these requires a ton of fire power… or sufficient explosives.  While you are attacking it the plague zombies are constantly swarming the location to protect it…  but fortunately upon killing it all plague zombies in the surrounding vicinity are killed.

State of Decay 2 Impressions

At this point I have moved from the small base I started to a fairly large hill side church that is pretty centrally located.  Similarly I have managed to upgrade a few of the vehicles that I found laying around in the wastes into proper zombie killing apocalypse machines that can now take the abuse of running things over.  I am pretty damned hooked on this game and I have a handful of survivors that I like quite a bit…  but I am in constant fear of being overrun and I spend a good deal of my time roaming around and taking out infestations to try my best to keep this from happening.  The larger your base gets the more often it gets attacked and as a result I find myself swapping characters regularly in an effort to build each of them up enough to where they are pretty skilled at defending the base when I am not there.

One of my nitpicks with the game however is that there really isn’t much that you can do to properly fortify your base from the zombies.  You will have these huge concrete walls with spikes on them… like you can see in the background of this shot…  but the gates are flimsy and can be beat down by a single zombie allowing them easy entrance into your base as soon as they get close.  I wish we had more options for doing things to actively fortify our bases, like digging moats or setting up spike traps to guard the entrances.  We are exhibiting the same bad ideas that Walking Dead did when they decided a chain link fence around a prison was good protection…  and ultimately found out the same thing that we are finding out with these garden gates on everything.  Like if I could fortify the gates and know that the only way in and out of the base was to hop the fence I would be completely okay with this.  In fact in my first location I did this purposefully to keep from having to open the gate and potentially let a straggler in with me.

State of Decay 2 Impressions

Ultimately Undead Labs has made a really worthy sequel to the first game.  It essentially fine tunes and improves upon so many of the things from the original, and provides enough new game play to make it enjoyable for me to roam around and experience everything again.  I’ve not really touched the multiplayer yet so I can’t really speak to it.  I know it runs on a guest/host type setup where you are dragging one of your community members into another players game and as the guest get very limited access to their resources.  One of the big things to think about when looking at this game is that it is not really a story drive experience.  Sure there is a tutorial that touches on some of the high points of the world and explains what the new plague zombies are…  but after that you are pretty much on your own to find your own reasons for playing.  Instead it is a big of a story engine in that a bunch of events are going to happen and how you deal with them… creates a personal narrative of how your group is interacting with this society.

You will meet other communities… some of which are friendly and willing to trade with you and others will just want to take what you have.   For example I have made friends with a group of moonshiners who taught me how to make a still…  which weirdly generates water for your base as a limited resource.  You are also constantly hearing calls for help out in the wastes that either lead to reputation with other communities or occasionally the ability to recruit new members to yours.  It is a really fun gameplay loop and last night I sat down around 7 and did not get back up until around 9:30…  and during all of that time I was finding just one more thing to do out in the wastes.  If you need a story to keep you focused however you might find the game play experience a bit of a grind.  Personally however I love this game and it is ultimately everything I wanted for them to give me in sequel form.

AggroChat #204 – Zeds, Mechs and Angst

Featuring:  Belghast, Grave, Tamrielo and Thalen

aggrochat204_720

Tonight we are down both an Ashgar and a Kodra… and the intro felt really weird to start with Grace.  Tonight we had one of those nights where we felt like we didn’t have an awful lot to talk about… but then wound up running over time anyways.  Bel talks about his experiences with State of Decay 2 on both Xbox One and PC and how it has changed from the original. Grace talks about her experiences with the Warmind Destiny 2 expansion that then spawns a discussion about why we feel D2 has a bad attach rate.  Bel and Grace talk about how not excited they are for Battle for Azeroth in World of Warcraft, but how otherwise generally awesome the experience of leveling alts has become. Tam and Thalen talk about their further experiences with Battletech and coming to terms with the random headshots.

Featured Topics:

  • State of Decay 2
  • Destiny 2 Warmind
    • Bad Progression Design
  • World of Warcraft
    • Battle for Azeroth Angst
    • Excellent Alt Leveling
  • BattleTech

DAW2016 – Undead Labs

DAW2016 – Undead Labs

Developer Appreciation Week is here!  For the uninitiated the concept of Developer Appreciation week dates back to 2010 and was started by Couture Gaming the Blogger formerly known as Scarybooster.  The idea was simple, spend a week talking about all of the things you love about various game development companies and studios.  As a blogger we spend plenty of time pointing out what is wrong in the games we love, and talking about ways that they could be better.  That said it is important to understand that for most of us this critique comes from being a huge fan of the games and genres as a whole.  So during this week we point out the things that are going right and make a point of mentioning all the things we really appreciate out there.  If you too are a blogger please feel free to join in by posting your own Developer Appreciation Week ideas.

DAW2016 – Undead Labs

I was first aware of the existence of Undead Labs back in November of 2009 when articles started filtering onto the various MMO news sites that this company had spun off of ArenaNet to create a zombie themed MMO.  Firstly I am a huge fan of all things Undead, and I started watching any news about this upstart company to try and glean bits of information about the upcoming game.  Few things make me happier than slashing my way through hordes of the walking dead, and I’m enough of a fan of the George Romero movies that I have a vial of dirt from the graveyard that the original Night of the Living Dead was filmed in.  With time it was announced that they had set their sights on creating a really solid single player experience instead of an MMO, which honestly was probably a really solid move given that by the time the game would have released…  the MMO market was looking a little shaky.  On June 5th of 2013 the resulting game, State of Decay was released exclusively on the Xbox Live Arcade, and I bought it the moment it was available for purchase.  If you were to craft a perfect Zombie game…  you’d have State of Decay.  I loved everything about it… minus one little detail.  The game felt like it was originally designed to have co-op support if not a fully fleshed out MMO experience.  However as excited as I was about the game I took to my blog and made a post talking about my day one impressions.

Shortly after making the post I had Annie Strain the wife of Undead Labs founder Jeff Strain interacting with me on twitter.  This really told me that this game studio was a little different than the big polished institutions I was used to interacting with.  Everything about Undead Labs seemed like a big family, rather than a business.  I had the fortune to interact with a handful of them at Pax South 2015, as they were ramping up to launch both their pokemon-esc mobile MMO Moonrise and the State of Decay: Year One Survivor Edition.  Just talking with them really brings home this feeling of them all being in this together.  The best part however is that they really do make amazing games, and over the years since State of Decay has launched I have purchased it for so many of my friends.  I even purchased the disc copy of YOSE for my boss, when I found out he had just purchased a Xbox One.  While he is not a big gamer, he was a huge fan of The Walking Dead… and as a result is now also a huge fan of State of Decay.  Once again… the only problem with the game is that it begs to be a multiplayer experience.  We’ve talked about this before on our podcast, but if we could explore that game world with friends it would truly be one of the best games released on any platform.

Another huge boon about Undead Labs is the insanely hard working Sanya Weathers.  If you have been around the MMO industry since the early days, there is a large chance you know that name.  I became aware of her during my time playing Dark Age of Camelot, and always appreciated the job she did trying to wrangle the crazies and help out the folks who really needed assistance.  Within the community management circles she is a bit “infamous” for her blogging days.  Regardless of how you might remember her, she is one of those forces that it wouldn’t matter what company she was working with… I would pay attention to them from that point on.  I am hugely thankful of my own interactions with her during the lead up to, and after Pax South 2015.  I would not have actually had the interview with Undead Labs were it not for her reaching out to me on twitter, and that sort of proactive nature is just awesome.  It was heartbreaking when the Studio announced that they would be cancelling Moonrise because I was right there with them pulling for it to be the next big breakout hit.

One of the folks that I met with during Pax South was Geoffrey Card the Lead Designer for State of Decay.  Since the convention I’ve followed his movement a little more closely and found that he does this amazing series of live streams.  What is awesome about these streams is that he tends to grab various folks from Undead Labs and streams over the pacific timezone lunchtime.  The thing that I find valuable about them is the way that the various folks end up breaking down the games as they are playing them, and deconstruct what elements are really well done and what elements could use improvement.  A lot of the games that I have seen him play are other zombie genre titles, and it feels like he is trying to grok everything that is going on in the title so that he can absorb it like a sponge and burn it down to the purist element to use for inspiration on State of Decay.  As someone who has always been a bit of an armchair designer myself, I find the process valuable and it also serves to give the watchers a bit of a glimpse into the inner workings of the game studio itself at times.  If you are into that sort of thing, I highly suggest you check the stream out sometime.

The best thing about the Developer Appreciation Week construct, is it gives me open season to write love letters to the various companies that I really respect and appreciate.  Undead Labs is one that I knew without a doubt that I would be touching on during this week, and I am really excited to see whatever the next thing is that they are working on.  Part of me is crossing my fingers hoping that we finally get either a co-op experience or a full fledged MMOized State of Decay.  Regardless I will be watching any news about this great studio with interest.