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.

Space Goats and Paid Content

WoW Chronicles

Space Goats and Paid ContentLast Friday I managed to find a copy of the regularly back ordered…  World of Warcraft: Chronicles Volume 1.  One of the huge problems World of Warcraft has had to date is that a lot of the lore just feels somewhat tacked on.  I feel like much of the story was written during some late night unbridled “wouldn’t it be cool if” sessions, and there was a lot of hand waving going on from about Burning Crusade onward.  What the chronicles project is trying to do is to set in stone a true canon about the world, and how all of the interlinking pieces actually fit together.  I wholeheartedly support this notion… I just wish someone had the foresight to do it a decade ago, or at least when they decided to start really mixing things up with the first expansion.  I am sure there has been a penciled together napkin sketch of what the world was intended to look like, that at least partially exists in the minds still of the people working at Blizzard.  The problem is when something is not written down and set into print… it becomes too easy to erase a line here and graft on a new segment of lore there that really conflicts with something that came before.

What I am wondering is how much narrative cleanup are they committed to do to make this canon really a living document? While this project doesn’t exactly burn down what was in place before… it does invalidate a lot of things that happened and in other cases it simply explains things that already exist.  For example… the book indicates that the Spirit Healers that we have used for years are essentially a rogue faction of Val’kyr.  The book goes into depth about the relationship between the void lords, the titans, the old gods, and classifies things that lacked classification like the wild gods which now include the pantheon of August Celestials.  What I really hope to see is some of these lore fixes making their way into the game in either the form of new quests, or old quest revisions.  I will say that having some sort of concrete font of lore that they can keep going back to, makes me at least somewhat excited for the future of the game.  Lore has always been one of the big problems I had with World of Warcraft, and how confused and messy…. and downright incomplete it always seemed.  Hopefully we will start to see the fruits of this project with the coming expansion Legion… which even before this seemed like it was going to be a complete loregasm.

Paid Promotional Content

I am going to take the tail end of this mornings post to complain about something that has been bothering me.  Granted I know it will do absolutely zero good since it is quite obvious the forces in question are not even reading my blog.  For years I have gotten messages from various companies wanting to place paid content on my blog.  There is a practice that is frighteningly common that gets called by a bunch of names… but essentially marketers want to pay established blogs to place pre-written and pre-approved articles which serve as a sort of advertising for a product.  Essentially the practice makes me feel dirty inside that they are even targeting my blog… but most end up getting caught in the spam filter.  Here lately several have made it through on my About page, and I have taken to responding to them directly.  I realize I should just brush these off as the byproduct of having blogged for as long as I have, but it really sticks in my craw.

I get super excited about products, and games… and the other things that interest me in the world.  I’m a geek and a lot of geekdom is geeking out about something.  That said I want to make sure it is understood that when I get excited about something… it is because I am legitimately excited and that there is not some nefarious force behind the curtain pulling my strings.  Sure I would love to make money on my blog, or at least love to reach a point where it is self sustaining… the problem is every option to monetize means I am giving up some of my control.  For example if I were to install advertisements… I wouldn’t be able to curate WHICH advertisements I allowed onto the site, I would have to accept anything the ad network wanted to place there.  So the notion of “supporting” products that I don’t necessarily believe in, really bothers me.  As a result I have shunned pretty much all advertising, and while I freely accept alphas and betas to games… I only end up writing about the ones that really interest me.  I have friends in the gaming industry, and it is awesome…  but no one is paying me to like their product.

Basically what it all boils down to is that my opinion is not for sale.  None of the folks that have been approaching me will actually read these lines, but I still feel like it is important to say it loud and publicly.  Tales of the Aggronaut has been a work of love for going on seven years now, and while my opinions shift and change based on new data… they are still very much my opinions and not carefully scripted speaking points.  That said I will always be open to reviewing products if someone wants me to do so.  That said I will only write about the product when I feel like I have had enough time to see the entire picture, and when I have something interesting to say about it.  I also will never guarantee a positive review.  I am not really a ranty blogger, but I do talk about the points that disappoint me in games or products and that is likely to happen.  If someone finds this in a search later on…  hopefully they will actually read it before asking me to do something shifty like accepting payola for content.  I am extremely luck in that I have a day job that can support my blogging shenanigans, and that I don’t need to somehow turn this into a profit center.  I don’t begrudge those who are trying to monetize their content, but I can’t ever really condone shillery.

Gamer Social Media

Love for Anook

Gamer Social Media

So anyone who follows me probably knows of my love of twitter.  Over the years it has become the only major social media network that I really interact with on a regular basis.  Technically I have Facebook, and G+ and essentially an account on every single social media network because I am always curious about the next big thing…. but rarely do they actually make an impact.  What has happened instead is that I seem to have become more and more entrenched in niche social media.  Firstly I have to talk about my love of Anook.  When this site first launched it confused the hell out of me.  In fact I was shooting off my mouth like I often do on twitter, complaining about me not really understanding its purpose….  when the Anook account started messaging me trying to explain it.  My attachment to this network is entirely thanks to one man, Lonrem the social and community manager for the site.  The site itself does a lot of things…  but it also has so far to go before it “grows up” into the site that it could be.

I have a long list of things that I would love to see on it, but I continue to use it as it is in the hope that someday the rest of the world will realize just how special this network really is.  It is built on a strange dynamic of forcing actual interaction with the site, rather than allowing folks to just auto post content.  This is cool because it means that folks are actually there and posting and commenting… but the negative is for content providers like myself it is frustrating to have to do extra work just to support them.  Each week when I publish AggroChat I go out and manually syndicate the content to our AggroChat Nook.  The first change I would love to see is for them to integrate with RSS feeds the same way they do with YouTube and auto format a post in a way as to showcase blog content.  The other big one for me is that their system only allows you to tag one game per post… and you all know I cannot seem to make single game posts like ever unless it is an impressions piece. In any case…. the community on Anook is amazing because Lonrem works his ass off to keep it that way.  Spammers, Bots and Trolls do not last long because the network is curated by hand.  I just hope that they get the funding to expand features and integrate with more things.

Slack: Private IRC Thingy

Gamer Social Media

The next social thing that has taken me even further away from traditional social media… is Slack.  It is kinda hard to explain just what Slack is, but I tend to think of it as a private social network.  On one hand it is almost like having a private IRC server, and on other hands it is like having a private version of google drive or dropbox.  I was originally introduced to the tool through the MMOGames.com staff who uses it for coordination of articles and such.  I then started using it at work with my own development team, and we have pretty much switched to communicating exclusively through it so that if someone tags into a discussion late they can use the channel backlog to catch up on what is going on.  Finally I convinced the AggroChat crew to start using it to discuss and coordinate things during the week, and from there it kinda grew into me being in a huge number of private slack groups each of them with their own dedicated focus.  The end result is that I use other media less and tend to use slack as my key focus.  It has a bunch of benefits, like the fact that this site is largely used for business purposes around the world, and as such happily passes though most corporate web filters.

What slack does extremely well is text chat, and while they can integrate with a dozen other things and are even starting to move down the voice chat path…  they are the king of text allowing you more options than pretty much any other service.  For programmers this is amazing because it allows you to post snippets of code and then have it formatted and color coded for the language you posted it as.  This is huge when collaborating on development, and we even end up using this from time to time among the AggroChat crew.  You can also see in the above image that we have it integrated with twitter so that anytime someone sends a message directed at our AggroChat account it shows up in a specific channel.  The feature we have really gotten addicted to is the custom emoticons and I am not sure what I will do without my Vault Boy Thumbs Up icon to use as a reaction.  The piece of the equation that most people don’t know is that the team behind Slack… is Tiny Speck the company that built the amazing 2D MMO Glitch.  They essentially took the robust chat infrastructure behind that game… and turned it into a business product that honestly makes me feel a little good inside to be using.

Discord: New Voice Contender

Gamer Social Media

Over the years we have shifted back and forth between the three major voice providers for gaming purposes:  Teamspeak, Ventrilo, and Mumble.  Each of them has their own positives and negatives.  They all share a big negative however in that it requires you to either find someone willing to host a server for you, or pony up for server hosting costs.  For years during World of Warcraft raiding, I just ate the cost of a voice server because it was something like $45 a quarter.  However that still adds up over time, so when we were offered the Alliance of Awesome Teamspeak server I jumped at the chance to jump to no longer having to pay this fee.  That server has been awesome and we record AggroChat from it every Saturday night.  However deep down inside… I know that someone out there is having to foot the bill for our fun… and it kinda bothers me.  Recently a new app called Discord has somewhat taken the gaming world by storm.  In so many ways Slack and Discord seem to spawn from the same desire… to have server less communication for their users.  Slack went in the direction of replacing IRC, Instant Messenger and Email…. and Discord went down the path of trying to replace Teamspeak, Ventrilo and Mumble.  There is a huge bit of overlap between the two technologies but for the most part Slack is my daytime network, and Discord is rapidly becoming my night time network.

What is extremely awesome about this is that each game community seems to be adopting Discord, and I now have large communities in Destiny, ESO, Rift, and The Division that are focused that one game.  We recently shifted to using this as a World of Warcraft raid for the Stalwart casual Wednesday night raid and it works wonderfully.  The stability of Teamspeak has been a little questionable of late, and we went through a night where everyone sounded like robots.  This lead us to fire up a discord, and in a few minutes we were all able to chat happily with little to no lag.  There are some caveats here that I feel like I should talk about.  The web client is awesome for text based chat, but if you intend to use it long… I highly suggest downloading the client for your desktop or mobile platform.  The web client push to talk only works if you have focus on the web page…. meaning as soon as you alt tab into your game you can no longer speak.  A side note… if you are not using push to talk…  please god use push to talk.  I raided for years with folks who didn’t and really… we can hear every sneeze, fart, and kid yelling in the background.  I would absolutely jump from Teamspeak to Discord entirely… but as of right now there is no good means of recording a channel.  I’ve bumped the feature up on the request list, so hopefully maybe someday someone will see fit to do that.  Mostly I hate Skype with a passion and would love for Discord to really take over the podcast recording world.

Other Stuff

The thing is… these are the three services that I have now become extremely comfortable with and have integrated into my life.  There are so many others out there like Player.me that I have yet to really see the personal benefit of.  Then of course there are all of the services like Steam that we all use… but don’t really use like social networks.  Recently I have somewhat been forced to use Band because it is what my Destiny Clan switched to using.  It seems to have really great scheduling options, but pretty shitty chat or at least it is shitty if you are not using a mobile client.  I try and do everything I can through desktop or web based clients because nothing makes me a sad panda like typing on my phone. I am horrible at responding to non-critical text messages because I really hate the process of typing even with swype on a mobile device.  I know my wife uses the Google speech to text functionality a lot, but nothing makes me feel more of an idiot than talking to my phone.  So in the end… I put off responding to as much as I can until I am sitting back down at a keyboard again.  So I’ve showed you mine… what services do you now use that you cannot give up?  I am curious how these niche media sites are reshaping the way we interact with social media in general.