On Lancer

In the most recent podcast, I mentioned Lancer, a sci-fi mech RPG that’s currently on Kickstarter. I feel like I didn’t entirely do it justice, so here’s a bit of a longer explanation on what it is, and why I think it’s great.

The Premise

Lancer is a Mech-based Tabletop RPG using a custom d20 system. (A d20 is used for resolution, but the “standard stats” and levels and various other things that are in a normal d20 system are not here.) It’s set in a sort of future version of our galaxy with some hand-waves in the form of “sufficiently advanced technology” (think Mass Effect or Infinity) but very little in the way of aliens. As a result humans have spread across the galaxy, multiple factions are trying to advance their own agendas and the players are mech pilots who Got Involved. How exactly that works is left pretty open.

On Lancer

The System

One of the more creative things about Lancer is that it’s basically two games stapled together. There’s a very open narrative system for pilot interactions while you’re not in a giant robot, then also has tactical combat built in for when you need to get into fights. In this way it avoids the tendency of other narrative systems to break down when negotiations do (I know this is a complaint my usual GM has about World of Darkness-based systems) but also supports doing more than just fighting (which is the generally largest complaint about systems like D&D 4e). Interestingly Kodra proposed something like this on the podcast for playing 4e, so it’s interesting to see it in a more realized form.

On Lancer

The Mechanics

Part of the fun of Gundam Breaker 3 to me is the very high amount of customization you can do on any given robot. Lancer uses the concept of Licenses to add their own spin on this, and getting more licenses means you have more options to choose from when designing a mech. Each license has one associated frame, and then an assortment of 6 associated weapons and systems that go with that frame thematically. Once you have enough license levels you can mix and match these as you choose (within certain limits) until you have a mech that does what you want it to.

There’s also a little bit of vertical progression associated with license levels, as your pilot skills increase and can result in your mech having more ammo, more HP, faster movement, etc. Pilots also have talents for further customization, plus a set of things they can do while not in their mech.

On Lancer

The Fluff

This is actually complicated enough that I think it deserves its own post. Until next time!

Anthem Postmortem

Anthem Postmortem

As you might have been able to tell from my blog, and the lack of coverage…  I’ve more or less stopped playing Anthem.  Apologies for using a memey screenshot to lead this discussion off but I somewhat feel like it is fitting for the current state of the game.  Anthem does an awful lot right when it comes to the moment to moment gameplay of what it feels like to pilot a mech suit into combat.  Once they fixed the controls from the early alpha testing…  flying a suit feels amazing and using those same controls to move around the battlefield during combat feels pretty great as well.  Additionally I was a huge fan of the characters that were introduced with Anthem and the story arc that was played out…  even though it largely felt like the opening chapter of a much larger experience that we have yet to see.  I think Bioware had a lot of ambition with this game, but due to all sorts of reasons outlined in the now infamous Jason Schreier “How BioWare’s Anthem Went Wrong” piece on Kotaku…  the game that was released simply did not have enough focus or time to incubate into a finished product.

I legitimately feel bad for the crew after reading that post, but I am also left with the competing interests of being a consumer that bought in hook line and sinker into a broken product.  I think given time and money and resources and sufficient good will from the community…  Anthem is a ship that could right itself.  However on many fronts things are not looking stellar as we move into May some almost 3 months after the early access release began.  As many users I spent a good part of April waiting on a big patch they were supposedly working on that would in theory fix a lot of things.  While 1.1.0 added a new piece of non-story content and provided some quality of life changes… it also failed to deliver most of the things that were on the road map for April.  More damning however it did nothing to fix the core problems that the player base has been chanting since day one…  that there were issues with both the quality of loot drops and the quantity of the highest end drops called Legendaries.

Anthem Postmortem

April was the month that I more or less stopped playing.  Mentally I was thinking to myself…  what was the point of grinding when there was supposedly a patch to fix all patches just around the corner.  At the beginning of that month it sounded as though the patch would be landing at any day…  and as we reached the tail of the month and the eventually release of it on April 23rd as a community the expectations were pretty high.  From what I hear the Stronghold that was added is in fact a really good experience and was not plagued by a number of the bugs that the earlier strongholds had.  I say “from what I hear” because even if Sunken Cell is the best experience in the world, it does nothing to fix the fact that BioWare built a game different from the one they were intending to build and have done nothing to fix the core loot issues.  I just cannot be bothered to log in to play through any more content when I know all that will be waiting on me at the end of the content is a sea of trash purple drops that force me to play a constant game of inventory management just to stay ahead of the tiny 250 item vault limit.

I feel like I need to dig into the statement I just made that BioWare built a game that they never intended to make.  Once again if you follow the Schreier piece it tells a take of a game studio that wasn’t exactly sure what they were making part from it absolutely not being a “Destiny Clone”.  They leaned heavily into the comparison to Diablo 3, but the problem with that is it denotes a very specific style of game-play.  In Diablo 3 post Loot 2.0 update the drops are plentiful with a bad luck timer ticking in the background and making sure that you get a drop every so often that scales with difficulty.  The reason why it is so plentiful is that a good number of the drops end up being randomized to be not that great for whatever build you are going for… but they become workable until you can get something better.  Getting something better is not a case of praying for the drops, but instead a case of applying time because eventually the thing you want will drop.  I know this for a fact given how many seasons I have completed at this point and managed to get all of the drops I needed for a specific build.  There is a high chance that you will see literally every item that can drop for your character during the course of a season.

Anthem Postmortem

The other thing that the Diablo model has going for it is the fact that the game gives you a number of levers that you can pull to help defeat bad luck streaks as well.  They have a machine of sorts called Kunai’s Cube that allows you to pour crafting materials into it to get a Legendary item for a specific slot.  Similarly doing higher tier stuff in the game rewards you with Blood Shards and you can spend these with the merchant Kadala in order to again get a chance at items for a specific slot.  As a result through a combination of playing the games and getting drops and targeting specific gear slots you can pretty effectively get the items that you were actually needing.  It feels as though you are always working towards the goal of getting your full set of gear needed for your specific build, and even when you get gear drops that are less than perfect the game has an enchanting system that allows you to swap a single stat on an item to help fix the problems with any gear.  Again the game is exceedingly generous with its drops and also gives the player systems in order to mitigate any issues that might occur where they aren’t getting the items that they actually need.

Anthem is sorta like a kid who only read the first chapter of a novel and is now trying to pass the test in English Lit.  They got the part where the gear is randomized, but were apparently absent on the days they talked about all of the ways that Diablo 3 tries to help mitigate any times when the random loot machine isn’t working as intended.  Additionally they seem to have missed the part where if you are building a game with loot that swings wildly between “god rolls” and “garbage fire” that you have to make sure that the drops themselves are plentiful so that sharding an item doesn’t feel like you just destroyed what amounted to several hours of your life.  Legendary drops in Anthem are still fairly rare in that you may see one in a nights worth of play or you may not.  In theory they should be guaranteed drops from the end boss of Tier 2 or higher content, but instead they are an exceedingly rare drop from any encounter in the game which means that you realistically need to clear every single trash mob so that you don’t feel like you are missing the opportunity to see a Lime Green diamond on your screen.

Anthem Postmortem

The rarity of Legendary drops feels more akin to Destiny 2 and getting an Exotic Weapon.  The challenge there however is that an Exotic weapon when it drops is the only version of that weapon you will ever need, because they had the foresight to make all Exotic weapons drop with static rolls.  I have a handful of legendary weapons at this point and none of them are what I would consider to be a good roll for the specific type of weapon or damage that is being dealt with them.  You use them because they are significantly higher level than Masterworks, but they don’t necessarily feel great to use or at least good enough to account for the time spent in acquiring them.  It takes Legendaries to grind to get more Legendaries to grind to get more Legendaries…  and at some point the incentive feels bad and not worth the effort you are expending to get it given the interval of drops seems to ranges from 30 minutes to 300 hours.

The other major issue with Anthem is that months into the game we are still encountering massive issues that tell me that the game itself behind the scenes is held together with duct tape and bailing twine.  On May 7th they released a minor patch, large with the purpose of removing the Elysian Cache reward system from the game.  I could go into how dumb of an idea I think this is since they removed content from a game that already feels like it doesn’t have enough content… and didn’t replace it with anything.  However they did state from the beginning that this was a temporary system and in theory was designed to apply enough friction to keep people grinding until they had gathered all of the 160 or so loot possibilities.  The issue however is that when they released the patch they also inadvertently removed loot drops entirely from a handful of encounter types in the process.  This has been a pretty common cadence with Anthem so far is that touching one system seems to often times wreck what would seem to be an unrelated system.

Anthem Postmortem

One of the things that always impresses me is a PC case that has extremely neat looking cable management.  However often times if you pull off the opposite panel on those cases and you see a rats nest of wires in all sorts of odd places in order to achieve what appears to be a polished look on the visible side.  This is what I feel like Anthem is probably like once you peel back the pretty facade…  a game that has gone through so many rapid iterations and has lots and lots of “temp” code still in place to try and hot wire systems so that they work.  I’ve written more than my share of this style of code when we were rushed to meet a deadline and couldn’t be bothered to follow best practices when so much needed to be done in such a short amount of time.  Crunch makes you do really dumb things that will ultimately bite you in the ass in the long run… and I feel like Anthem is a game full of Crunch decisions and compromises in order to ship a product that was not ready for shipping.

The challenge however is once they released that road-map, to some extent they are being judged upon it.  It is hard to stem the hemorrhaging of all of these short term decisions when you are being pushed to make even more of them.  At this point however… I think the race is over and they lost.  It is far too late to be able to create a narrative of “we had a rough start but everything is on solid ground now” as has been the case with so many MMO launches.  The time has come for them to take their time and figure out what kind of game they want Anthem to be…  and then start working towards that FFXIV A Realm Reborn resurrection narrative instead.  Anthem is dead…  long live Anthem?  At this point I could be grinding for Legendaries, but even then I am not sure what the point in doing so would be?  There is no real end game in Anthem as of yet, no raid to be gearing towards and not even an equivalent of the Destiny Nightfall.  The only end game to the grind is more grind and once I realized that…  and the fact that loot would theoretically never get fixed I checked out of the game.

Anthem Postmortem

I am however keeping tabs on it as is the case with this postmortem of sorts.  I want Anthem to have one hell of a comeback story, much like Destiny did with Taken King…  and sadly Destiny 2 did with Forsaken (because they should have learned the damned lessons the first time).  The negative of the life and death of Anthem has been that it seemingly has soured my tastes for looter shooters in general…  since I seem to have also ejected from Division 2 and cannot seem to get back into the groove of Destiny 2 either.  So now I largely wait and hope that BioWare Austin can pick this game out of the dirt and turn it into something we actually want to play.

RetroArch Shader Fun

RetroArch Shader Fun

Last night I was back to messing about with RetroArch and already I am way happier with the results than I was underneath GameEx Evolution.  I am certain that GameEx is a really cool option but it didn’t feel stable enough for me to really keep messing with.  RetroArch on the other hand feels nice and solid for the most part, and offers a slew of really nice options that for me at least improve the experience.  I have most of the emulators up and running…  in spite of somehow screwing up Nintendo 64 last night…  and still needing to sort out what is going on with MAME.  I tend to think of MAME as its official release versions and Libretro Cores are not named in any semblance of version order but instead named after the years a specific version of MAME was released in?  Ultimately I might just drop trying to use MAME entirely and start going down the Final Burn path given that I only really care about a very limited set of arcade ROMs and I think Final Burn likely supports all of them?  What I spent most of the night doing was fiddling with shaders in order to attempt to improve the experience.  The first target was Castlevania Aria of Sorrow…  a game I am damned determined to actually beat given it plays almost exactly like probably my favorite game ever… Symphony of the Night.

RetroArch Shader Fun

This first image is an example of the output that I was getting the other night while using MGBA Libretro core without any special processing applied.  It looks and feels like a blurry mess in part because the resolution of the Gameboy Advanced is relatively limited, and as such it is trying to do some pixel smoothing but just ends up degrading the image quality entirely.  It was playable but not necessarily enjoyable to play.

RetroArch Shader Fun

After a good deal of fiddling I landed on using the gba-color.glslp preset that attempts to mimic what it would actually feel to play the game on Gameboy Advance hardware and the end result is perfect as far as I am concerned.  It feels to me like playing the game in the manner that I would expect to be playing it.  I noticed no real performance hit and spent a good chunk of the night playing my way through the game.  The only problem with playing with a controller is that I am generally bad about taking screenshots while doing so… as a result you only have this one and the title sequence above before I go too engaged in the action to care about snapping a screenshot to use as an example.

RetroArch Shader Fun

For Castlevania Symphony of the Night I opted to go down the path of trying to mimic an SVGA display that I would have been using around the time the game released.  After trying a handful I landed on using ntsc-320px-svideo-gauss-scanline.glslp which to me gives me the feel of playing on a 4:3 era television with composite cables.

RetroArch Shader Fun

Here is another example from the intro sequence to SOTN where Death decides to strip you of your powers before entering the castle.  While it may not be exact it certainly feels like I remember playing this game felt.  In truth this is likely the filter I am going to use on most of these titles, and then stick to the custom handheld specific filters for any games that originally appeared on handheld hardware.  I am not necessarily going for the crispest picture…  I am going for something that feels like the game felt back then.  It might look like a total mess to you, but it feels like home to me.

RetroArch Shader Fun

I spent a good deal of time configuring RetroArch in general, turning off the PS3 era animated ribbon appearance and going for a nice static gradient instead.  The only menu that is really as I want it to be is the Gameboy Advance one, in part because I have a very limited set of games configured.  What I need to do now is spend some time sifting through the giant “romset” folders that I acquired and culling anything that I am not absolutely certain I want to play to cut down on the “spam”.  Quite frankly nobody cares about playing 3 Ninjas Kick Back…  but they probably do care about Super Metroid and would probably want it easy to get to without scrolling for 20 minutes.  Once I have a paired down set of games I will likely spend the time downloading the artwork that goes with them like I have done with the Gameboy Advance menu.  Thankfully the playlists themselves are just text files and if you want to wipe one out completely you can go into the \playlists directory and delete the specific one you are going to rescan.

RetroArch Shader Fun

In all I am super happy with how this is starting to turn out… enough so that I legitimately spent a lot of time playing Aria of Sorrow last night.  I’m further in than I have gotten before, which isn’t exactly saying much but I did stumble across a really nice weapon… the Bastard Sword last night.  I’ve taken down I think 3 bosses so far but still am looking for where I acquire double jump from.  I am assuming it is going to be something I have to equip sorta like the winged knight “falling slowly” thing…  but I am not entirely certain.  The whole “monsters allow you to collect their abilities” mechanic is really cool and it ends up making me want to kill a specific mob over and over and over until it finally drops whatever ability it might give me.  I am missing several like my beloved Axe Knight axes…  and as a result right now I am using the skeletal arrows which are a bit fiddly but I like that you can rapid fire several at a time.  That is useful given that if you know exactly how many arrows it will take to kill a target you can fire that many off in  row…  which I guess is important as the ability itself sorta freezes your character while you are using it.

 

 

Skytrain Adventures

Skytrain Adventures

I had one of those nights where I was bouncing around between games.  First off I spent some time working on RetroArch trying to get things configured as I wanted them.  I made some very minimal progress, but I do at least have MAME games launching from underneath it.  I still think I am going to have to go through the process of manually setting up playlists for the best possible experience.  In part why I like RetroArch/Libretro cores so much is the excellent controller support and the way whatever I happen to have plugged in seems to automagically work.  I also like the various shader effects which is another reason why the whole manual playlist idea is probably a good one.  From there I popped over into The Surge for a bit but ultimately bounced out of it pretty quickly.  I like the concept of this game…  but Dark Soulsian games so far really aren’t my jam.

Skytrain Adventures

When I ultimately settled in to a game for a bit I wound up playing some Sunless Skies.  Fallen London is probably one of my favorite game settings and for a long time I made a daily practice of logging in and playing through my adventures.  After the success of the web based game a couple of standalone titles have been released, Sunless Seas a game about travelling out into the black abyss of the Unterzee a subterranean ocean the size of Europe that surrounds the city.  Sunless Skies however is a direct sequel set ten years after the events of the first game in which you pilot a sky train of sorts around the region known has the High Wilderness way above the world of both Fallen London and Sunless Seas.  The truth is I have never made it terribly far in Sunless Seas…  or at least nowhere near far enough to know anything about the events that play out in that game, I just decided I would rather pilot a locomotive than a boat last night.

Skytrain Adventures

There is something deeply relaxing about puttering around and visiting the various islands and having locomotive battles.  The game more or less features a lot of the same elements in that you move around through the darkness looking for things to interact with.  When you do interact you have various quests to keep you engaged in the story line and various crew members to pick up and have dialog with.  I seem to always go down the path that involves being combat ready, but this game seems to favor the subtlety checks way more than was the case with the web based game.  It seems like every time I take down a marauder train…  boarding and looting it is a subtlety check which makes me want to start pushing that up a bit more than I have.

I guess it was the sort of game that my brain was needing last night, but it unfortunately did not lull me into a sense of peace as I spent most of the night tossing and turning and not quite getting restful sleep.  As a result this morning I am feeling groggy and assume I am going to have to push through with copious amounts of caffeine to make the day function.  I have a fairly packed day so here is hoping that I make it through unscathed.