Incremental Progress

I’m playing Bloodborne with Kodra, which is a kind of self-flagellation that I generally reserve for your more serious sort of monastery rather than my living room. Still, losing this badly to a video game is an experience best shared, and to our credit we’re making slow but steady progress.

Incremental Progress

Like its Souls predecessors, Bloodborne is brutal, unrelenting, and utterly fair. It’s satisfying in a way that few games are, because you genuinely feel like some of the things you fight are impossible until you beat them and realize they’re beatable. I rarely feel like I’m fighting the controls in the game, and the enemies are numerous and varied but all message pretty well. It makes me pay attention to things I normally leave to the UI– watching the angle of attacks, watching enemy animations, watching the game, rather than a hotbar or an addon or a warning message or what have you. You run into these big, hulking person-shaped monsters pretty early on, and while the first time we ran into them we died horribly, the second time I was able to pay attention to their movements and figure out how to simply not be where they were striking.

It genuinely feels like I’m developing skill as I play the game, and part of it is perception, which I like a lot. I can get better at the game just by watching how enemies fight, so even if I lose, I learn– and I lose a lot. It’s worth noting that we’ve played for probably ten or twelve hours at this point and we haven’t beaten any bosses. We’re not great at this game, and neither of us have played much of the previous ones.

It’s still a great couch co-op game, in the sense that we trade off each time we die, or (more recently) sometimes when we’re looking at an enemy that one of us is better at fighting than the other. With our powers combined, we’re almost a single competent player, it’s awesome. One thing I’ve noticed is that the game rewards boldness a lot more than the previous ones. My previous experience with Demon’s Souls was hiding behind a shield and moving through the world in fear, very defensively. Bloodborne rewards me for acting boldly, dashing through that group of enemies and going back into the fight when I take a hit rather than hiding in a corner to lick my wounds and heal.

I also really like the little notes that are left around. Seeing other players try to string together warnings with the limited word/phrase selection is fantastic, and we’ve gotten quite a number of handy hints from them. It makes the whole game feel like a shared experience, and the blend of pre-emptively helpful (“reeks of trap!” and “remember hidden path”) and post-tragedy frustration (“vile crows” and “alas, ambush”) messages are often really funny. I think my favorite so far is, at the edge of a fatal-looking drop, simply “time for common sense”.

There’s something I love about people getting creative with heavily constrained communication. The ‘helpful’ messages littered throughout Bloodborne and the Souls games would be nowhere near as fun if players could simply type things out. Instead, the strict, limited word selection and short length makes for some delightful moments, especially when you run into a note that you know is trying to tell you something important, but you have no idea what it’s trying to say. Sometimes messages are just trolling you, but you’re not sure how until later.

The best note I’ve seen isn’t actually in Bloodborne– it was in Demon’s Souls. At the center of a bridge, filled with enemies and that a dragon would continually fly over and breathe fire on, there was a note. It wasn’t reachable for ages– you had to kill the dragon or otherwise be rid of it before you could stand on the part of the bridge where the note was, and I remember running past it but not being able to stop and read it maybe twenty times before finally getting a chance. I finally defeated the dragon, made the long trip back to that one bridge, fought all the enemies on it, and, curiosity burning, went to check the note that it had taken me nearly a week to reach and reveal.

It read, bright and cheerfully, “Hi!”

AggroChat #100 – The Undertale Mishap

Tonight Ashgar, Belghast, Grace, Kodra, Tam and Thalen…  run into our first massive issues with the recorded show

aggrochat100_720

Last night we recorded episode 100 of the AggroChat podcast, and also wrapped up our Undertale AggroChat game club show.  It signified our switch to a new way of recording the show… and is often the case with trying something new.  Things wen’t horribly wrong.  Essentially every voice by my own was recorded sounding great… and when I spoke it sounded like a voice scrambler.  At first I thought the show was a complete loss however this morning after copious amounts of edits I managed to get the show at least in a listenable state…. albeit my voice sounds like a hilarious chipmunk voice modulator.

So join us for a slightly screwed up show as we talk about UnderTale.  Several fans on twitter urged us to release this show in “as is” condition.  I posted a snippet of what it originally sounded like on twitter and I think it is a slight miracle that we managed to get it that listenable.  Thanks again for sticking with us through 100 shows, and especially being willing to deal with bizarro issues when they arise.

 

Tentative Excitement: the new Hitman

I picked up the “intro” pack for the new Hitman recently, and played a bunch of it last night– $15 for the tutorial levels and the first mission of the game. I’ve played through the tutorials and part of the first mission, and I’m really sold, especially for the price I paid.

Tentative Excitement: the new Hitman

The structure of the game is interesting– there’ve always been many, many ways to approach a Hitman level, and, in general, few reasons to revisit them. In this iteration of the series, there are still the many ways to approach the levels, but the game nudges you to try different ones, making the replay value of the game a lot more apparent by indicating different ways to approach it. Rather than having to intuit creative solutions on the fly while under pressure, the game messages these solutions to you in the form of NPC conversations, various documents you can find scattered around the level, and other such details.

The game also has a lot more depth as far as the choices you can make. Despite being a game about assassination, killing anyone except your target is considered poor form at best, and mission-compromising at worst. Disguises are key to getting close to your target, and acquiring these takes creativity, patience, and timing if you want to do it well. What I also really like is the emphasis not just on the target, but also getting out.

It’s fascinating to me how much a game whose tagline is “enter a world of assassination” (I still always hear the Willy Wonka and the Chocolate Factory song when I read that) puts such an emphasis on not killing people. Going in guns blazing is a really, really bad choice here, and while you CAN do it, it’ll get you plastered all over the evening news; not great for a professional ghost. As a result, the game does a lot to humanize even random nonessential NPCs, giving them habits, quirks, and mannerisms that make them feel more convincing.

One of the things that this Hitman game removes is the omniscient map. In its place is an Assassin’s Creed-style sensory mode, which slows time slightly and lets you see people (and identify your target(s)) through walls, but not the actual layouts of the rooms. It makes the game feel more tense, as I can’t simply hide in a closet and watch the map to study patterns anymore, I actually have to mingle and put myself at risk to gather information.

As I write that last sentence, a thought just clicked for me– I talk about wanting more verbs in video games. Hitman gives me a bunch of interesting verbs, but among them is “gather information”. It’s just moving around and looking around and finding opportunities, but in the game that’s interesting, and is an active, fully-featured part of the game. I can look around and see that some parts of a level are guarded by a particular type of NPC, and others are guarded by a different kind. I can intuit what kinds of disguises I’d need to fit in various places, and see how all the moving parts link together to give me openings to be where I need to be.

Like Thief, and to some extent Dishonored, Hitman is a game that I personally love because it really rewards me for being precise, planning, and executing cleanly. I’m rewarded for outsmarting the level, not brute forcing it. I don’t yet know how I feel about it being presented as an episodic game, because I’ve always found the Hitman series’ metastory to be fascinating and I want more of it, but for the $15 entry fee, I’m pretty okay with what I’ve gotten to play. Pretty good odds I purchase the “upgrade pack” to get the full game later on.

A Statement vs A Discussion

I’ve been mulling over this post in my head for several days now, and still haven’t formed a clear picture of what I want to say. Rather than continuing to spin on it, we’ll see if putting text to screen makes things more coherent. Here’s hoping.

A Statement vs A Discussion

I love the Division. I hate the Division. It represents a path forward for MMOs that’s been sorely lacking for a decade now. It is chock full of some incredibly high-fidelity, compelling content. It also has content that makes my stomach turn, and it is very clear that it’s doing so intentionally. At times, the game intentionally tries to make me feel uncomfortable, and succeeds.

It manages to be a surprisingly inclusive game, with characters from all walks of life– it’s casually pro-LGBT and has some really great female characters who, from my perspective, feel like powerful women, not just dudes with boobs. One such character is why a friend of mine stopped playing the game. Video games tend not to put women in “lead” roles, either as heroes or villains. In the Division (spoilers to the end of this paragraph), I wound up facing a gang leader who was a black woman, and who, during the fight, hurled a variety of poignant epithets and taunts, one of which commented “oh, so you’re a cop, and you’re going to shoot me because I’m a black woman, is that it?”

It’s a nasty line, and it’s extremely effective. So effective that, like I said, at least one friend of mine up and quit the game right there. It links into my biggest problem with The Division, one that I’ve mentioned on the podcast: it asks questions, but doesn’t give me the ability to answer them. My only solution to a problem is to shoot and kill someone.

The world of the Division is a world of desperate people trying to cling to whatever little they have, and, in the chaos, warlords of various stripes amassing followers and carving out territory. You, as the player, are literally no different– you carve out territory in the name of making it “safe” (for you and yours) and kill anyone who gets in your way. It’s exactly what every other faction in the game is doing, and in-game ambience even spells this out explicitly. There’s a talk radio station that you can listen in on, where a slowly-freaking-out host goes on about your group, the titular Division, and asks if it’s really okay for a bunch of sleeper agents to come in and start using lethal force on whoever looks at them wrong.

As a player, I have no answer to this. My only solution to a problem is to shoot and kill someone.

What I crave in the Division is a dialogue, with the game and with the people in it. I want to be the last bastion of civilization that restores order and peace, not just the successful warlord that managed to kill everyone opposing them. The game makes a number of statements– “desperate times call for desperate measures” and asks if the ends justify the means, but doesn’t give me the ability to think about and answer that question. It uses uncomfortable situations not to open a dialogue, but for shock value. It’s disturbing, and there is no way for me to take a moral high ground or even ideologically defend myself.

At the same time, this is a game that represents what I’ve wanted in MMOs for a while– a richly-detailed world that my friends and I can jump into and have fun playing. An MMO where combat is *fun* and every encounter feels enjoyable and meaningful. A group system that doesn’t adhere to the standard “trinity” roles but has the ability for party members to fill specific niches that they come up with themselves.

I love what the Division represents, I just wish it wasn’t laced with so much stuff that bothers me deeply. As mentioned in the podcast, if I could buy The Secret World set in the Division’s engine and gameplay, I would buy that game yesterday and still be playing it instead of writing this post.

I haven’t been this conflicted about a game in a while. Maybe that’s the dialogue.