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.

How to Survive 2 Impressions

Sandbox/Mission Hybrid

How to Survive 2 Impressions

Roughly a month ago a friend of mine hooked me up with a copy of How to Survive 2, because she knew I was a fan of the whole zombie apocalypse genre and it was a game she was enjoying.  I had all of these plans to write up a proper impressions piece, but got sidetracked by all things The Division.  This game was a whole lot of the reason why I survived the lead up to the launch of that title, because it gave me something fresh to piddle around with.  The basics of the game are that you are a survivor in a world long after everything went to shit thanks to the zombie outbreak.  Since I did not play the first title, I feel like there is probably some background story there that I am missing.  What I do know however is that this title is set in the coastal region of Louisiana.  There are no real recognizable landmarks however, but instead the world simply borrows a swampy feeling Tileset.  The game has both single player and multiplayer game modes, but I have largely spent my time playing single player.

How to Survive 2 Impressions

Within moments of starting a new game you are introduced to the character of Kovac, a man that at first you only know as a voice coming through some sort of a speaker system.  He serves as your guide as he attempts to teach you the basics of surviving in this world.  The game itself is divided into two basic chunks, the large open world area that allows you to freely roam and explore, and very tight and controlled missions with specific objectives.  The missions themselves are repeatable and you can crank up the difficulty to give you better rewards and experience.  One thing of note, and why I am doing an impressions piece is that the game is in early access, and there are a lot of things that are simply not in the game yet.  Much of the tutorial that walks the players through how the world works is simply missing, so I had to rely on my friend and what I could google to figure out a few things.

Level Your Camp

How to Survive 2 Impressions

One of the big things that I was missing was how one actually levels up.  The game has two parallel systems that are designed to level up together, that is your “camp” that you are building in the open world and your character itself.  Both of these have levels associated with them that are purchased through the spending of experience gained through doing activities.  The fastest way to gain this experience for me at least, seemed to be to repeat one of the early missions with the difficulty slider cranked up as far as I was allowed to.  The reason the whole camp leveling thing was a bit confusing at first, was that the character level is locked to the camp level.  So in order to level up your character you have to first level the camp, and you will continue to stair step the two progressions from that point on.  In addition to raw level however there are numerous perks that you can unlock… some of which are absolutely must haves like the ability to open lock picks.  Others are improve the efficiency of using weapons or items, and I assume are also really important once you get a good idea for how you want to build out your character.

How to Survive 2 Impressions

The thing I have noticed is that the difficulty of encounters ramps up pretty quickly, especially in the open world.  For quite a while all I encountered were the generic slow zombies, however once I got to around level three or four the game started to throw in those “track star” zombies that have become popular in the more modern and edgy zombie films.  Around level five I encountered this games version of the boomer… the fat bloated corpse that explodes when you get it low on health.  I am sure as the levels continue to ramp up I will keep encountering other mixes of bad guys each one with their own way of dealing with it.  The only real problem is that in the bit I have been playing my only ranged option so far is a crafted bow.  I am wondering when exactly I will encounter guns, because while I have found a small bit of ammunition.. I have yet to find anything to use it with.

Fallout-Esc

How to Survive 2 Impressions

There is a certain nostalgic feeling to playing this game that I have a hard time really putting into words.  In many ways the game reminds me of the original Fallout games, in that much of your interaction is happening in smaller closed maps that are tightly designed around a single mission.  There is a big of fog of war going on as well as you explore because you can only actually see a small section of the screen at a time.  This is magnified as you go into buildings because there is a forced zoom that happens allowing you to see finer detail inside.  This also makes it much easier for a zombie to sneak up on you and there have been a few moments especially on the night missions where I genuinely jumped when something lumbered out of a corner that I had not been looking yet.  Wandering a cityscape with only your flashlight to see with…  is unexpectedly tense given that this is a top down isometric game.  I definitely had moments of trying really hard to bait everything out of buildings before actually going in to explore them for the fear of getting overrun especially on higher difficulties.

How to Survive 2 Impressions

The game is very much not finished, but what is there was really enjoyable to play and helped to get me through those Division withdrawals.  I would really like to play this game with friends because I think it would be extremely awesome to explore larger cities together.  The game is targeting PC, PS4, and Xbox One, and I could absolutely see this being an enjoyable console co-op experience because the movement feels like it would translate well to a twin-stick controller setup.  The big thing to remember about this game is that it comes with the same early access concerns as always.  The game is not finished, but they seem to be updating pretty regularly.  They have a beta branch that has more frequent updates, but also likely is in a less polished state… and then the normal branch is largely stable.  I had quite a bit of fun playing the game, and I intend to pick it back up again.  It is the perfect thing to pop into do a mission, and then exit feeling like you accomplished something or at least moved the experience bar forward.  While going through all of my recent home renovations there were many occasions where I simply did not have the time to get into something terribly detailed.  Instead I booted up How To Survive 2, and poked around for a bit and got my quick gaming fix before returning to the fray.  I liked it and look forward to seeing how this evolves.  At some point I feel like I really need to poke my head into the original game since this one doesn’t really provide much backstory.

Death and Taxes

A Very Bad Day

Tuesday night I slept fairly horribly, and spent most of it tossing and turning and unable to regulate my body temperature between too hot and too cold.  So yesterday I went into the day on a low point, with being extremely groggy and fumbling through activities.  Unfortunately this also seems to be the sort of day when something horribly goes wrong.  About 10 am yesterday morning we had a freak incident occur where a publish went wrong in the content management we use at work, that caused the entire xml cache to jettison itself and our main public facing website started throwing a “no nodes” error instead of serving content.  I proceeded to spend the next five hours trying to fix the problem by republishing every single piece of content on the site…  which is roughly 20,000 nodes worth.  We got the bulk restored really quickly, and then spent the next three hours fighting with a handful of tricky node trees, that seemed to be super picky about the order in which things were published.  By the time I exited work… all I really wanted was a drink…  or four.

When I got home however we decided to get the monkey off our backs of our taxes.  We itemize, and we also have them prepared…  not that I think we can’t do our own taxes but I will happily throw money at someone for the piece of mind that come an audit we can point the finger at someone else’s legal team to sort it out for us.  There is a level of stress that taxes invoke in me that is far higher than just about anything…  so doing them on the day I was already having a shitty day was maybe not a great idea.  Then again it wasn’t like the day could get much worse.  The problem being that as we were flailing about the house trying to gather the last two or three bits of information before going…  my wife and I were fussing with each other in a way that never really happens when money isn’t on the line.  All of the stress and anxiety, is generally for naught as we get our taxes done… and generally get back a decent refund.  The bigger stress last night was that I felt bad for missing the WoW raid… but thankfully it sounded like they had enough people to pull together without me.  I hear they even managed to down Iskar which is a brand new boss for our group.

Today however seems like it is starting off much the same way as yesterday.  I got to bed at a decent hour and it felt like I was getting good sleep… that is until about 2 am when I woke up thinking the alarm had gone off.  For whatever reason it seems like we fell asleep with the television on, and that noise made me think the alarm was going off.  In the middle of my trying to get ready, I noticed the smell of smoke.  Like enough to make me start freaking out about if the house was on fire.  So I started roaming the house to see if the smell that permeated got worse anywhere to indicate where it was coming from.  I woke my wife when I decided to leave the house and go wandering outside to see if it was something from a nearby house.  The smell was far worse outside, but once again it seemed to be diffuse without any real direction that it was coming from.  I finally hopped in the car and drove the neighborhood, and when the smell was the same up the hill from us…  I finally reached a point of solace that it was very much “not our house” and was able to attempt going back to sleep.  This morning on the news we found out that apparently there is a massive grass fire burning north of us, but still about a thirty minute drive… so that has to be one hell of a fire to generate that thick of smoke as far away as we were.

Hilt Punch

Death and Taxes

Ultimately I ended up getting settled in after taxes and getting some food in me, roughly an hour after the start of the raid.  I could have of course logged into World of Warcraft, and gotten pulled into the raid as a late comer.  After the day I had however I was not exactly fit to be around other human beings, so instead I opted to chill out upstairs with the PS4 and some Destiny.  One of the missions that has been eluding me for awhile has been the continuation of the quest that upgrades my legendary quality sword to exotic.  There is a step early on where you need to get 50 “yellow bar” kills with the sword in PVE and 25 kills of players in the crucible.  While I occasionally poke my head into the Crucible… I am not exactly a regular PVP player.  That said last night I felt as combative as I was ever going to be… and my clan had suggested doing it on a week when Mayhem Clash was one of the highlighted modes.  Supposedly “heavy ammo drops like candy” or so someone said and in truth… sure it is more common than other modes but not exactly easy either.  There were so many times I picked up heavy ammo and instantly got gibbed by another player coming up right behind me before I could even get my sword out.  So instead more often than not I simply punched players with the empty hilt of my sword, which counts as a sword kill nonetheless.  Ironically in a lot of cases… the hilt without any ammo… still one shot players.

Death and Taxes

Spending an hour or two doing Clash had a few awesome side effects.  Firstly I gained a fat stack of glimmer, more than enough to purchase the ship above from Petra in the Reef since I had recently reached rank 3 there.  It also meant that after bashing my face against it for a bit… I managed to get all 25 of my kills…  strangely enough the last six were gained in a single match, and single ammo pickup.  I just got lucky and managed to time my jumps just right as to slash folks as they came at me in the air.  This allowed me to knock out the next step pretty quickly, which was a special boss on the Dreadnaught.  I remember when I read up on the quest folks talking about how challenging that encounter was and that how they really needed to use sword block effectively.  In truth I would start out each foray by blocking an attack and then landing a succession of quick hits… but then would jump away and wait for my shields to recharge before repeating.  Doing that it took roughly three engagements before I had that boss down.  Now I am on a step that seems considerably more time consuming than any yet… where I need to collect special materials from the moon that supposedly occasionally drop from helium filament canisters and chests.  At the same time I need to use my solar abilities, which is pretty easy given that I am rocking the Armamentarium for double the grenades and some item that allows me to pretty much do nonstop solar punches.  Supposedly this means I need to kill 500 mobs with solar abilities and farm at minimum 100 helium fragment containers to get the drops.  My goal is to finish that part so that the next Armsday I can pick up the final piece which is the Sunless Cell strike… and convince Squirrel and Jex to help me get through that.  It feels good to get the crucible step out of the way… but I also know that next up is working on First Curse.  That said I actually really enjoyed playing the Crucible and managed to get a couple of legendary engrams out of the process and a handful of exotics including a 310 Twilight Garrison.

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.