E1M1

Doomed

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Awhile back I wrote about my feelings regarding the Doom multiplayer tests on both the PC and PS4.  It felt so much like they had missed the mark, and it seemed very much like someone trying to recreate the experience of the original Doom… without realizing that certain parts of that experience were due to a limit in the ability of the technology at the time.  The experience just was not fun, and that is the most scathing indictment you can honestly give any game.  So as a result I had for the most part decided to ignore that there was ever a Doom 4… or in this case a weird reboot.  Then yesterday I started seeing the first impressions of the single player campaign come in, and they were positive enough that I thought I would take a look for myself.  Even though at this point I have only really played an hour and a half of the game, I am glad I wound up grabbing it.  The impressions I had of the multiplayer were correct, in that this is an attempt to boil the game down to its original roots.  While this doesn’t really work for a multiplayer experience, it does work really well for single player.  The game functions in a way that you don’t really see games function in recent years, in that the game is not open world.  It is a series of closed loop levels that are designed to be approached as a single map.  The first one is quite literally E1M1 as the title of this blog post suggests, borrowing the same naming as the original Doom.  They are a closed puzzle that needs to be solved and involves opening a familiar series of Blue, Yellow and Red key card areas to progress through.

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The combat itself is also really interested and reminds me of the way these games used to play, where you would have a truly frenetic amount of enemies spawn in on you and have to deal with them rapidly.  However once you dealt with that room you were granted time to roam around the area freely before moving ahead and engaging the next set.  In many ways it reminds me of the way that the Painkiller games felt, where each room is this challenge to survive and then you restock your ammunition and health in an attempt to prepare for the next such room.  What helps make this manageable is the games “Glory Kill” system.  When mob is near death it will glow slightly and stagger around letting you know that you can sweep in and with the F key engage a sequence where you do an almost Mortal Kombat like fatality.  Sometimes you rip the head off of the monster, other times you rip the arm off and beat it with it.  Other than just being a carnal ballet, they serve the purpose of giving you life or ammunition back allowing you to keep up the killing streak a little longer.  I found it very needed for getting through some of the later rooms.  Often times the mobs will spawn in with such number that you have to keep running around the room to avoid getting wrecked.  The imps are also more frustrating than they have ever been with their ability to hang off the edge of things and gun you down with their fireballs.

Nothing Will Save You

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Unlike the original Doom, there is no “save game” that you can rely on.  Instead there are a sequence of Checkpoints that unlock as you go through the level.  When you die you either fall back to the last check point or restart the level in its entirety.  These checkpoints generally coincide with the various lulls in the action that I talked about.  The only frustrating thing is that they sometimes encompass several rooms worth of encounters.  I ultimately stopped last night playing because I died and rolled back to a check point a few rooms back… and simply didn’t have the strength to deal with the shit storm I had just waded though to get there.  Even on normal difficulty that game is really tough at times, and you find yourself having to keep glory killing just to maintain your health long enough to push through to the next room.  Ammunition also feels like a constant problem with both the 20 round shotgun and the 50 round or so Heavy Machinegun.  Similarly the Chainsaw this time around relies upon gas tanks that you find scattered throughout the levels.  What was surprising is just how fast you get into the action, similar to the original doom you are planted in a room with mobs that you have to chew your way through with only a pistol.  The secret areas that can be found feel every bit as meaningful as they used to in Doom, with them often granting access to a weapon before you would find it in the normal flow of the game.

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One of the more interesting aspects of the gameplay is the weapon modification system.  Each gun has an Unreal Tournament style alternate fire system but these are unlocked by finding weapon kiosks scattered through the levels.  Each mod package changes the way your right mouse button interacts, and once you have unlocked multiple modes you can change between them with your R key.  For example with the shotgun its two alternate fire modes allow you to choose from what is ultimately a grenade launcher and a three round burst that can both be accessed by holding the right button for a charged shot.  I personally tend to favor the grenade launcher because it allows me to bounce a grenade between several different mobs taking out the entire pack.  However for boss fights or tougher enemies I could see how the three round burst would be extremely beneficial.  The problem there however is that when you only have 20 rounds in the weapon, chewing those up 3 rounds at a time means you empty the gun quickly.  The big takeaway is that the game is very much a 90s shooter, with 90s shooter sensibilities…  remastered for the 1080p and beyond world.  Some of these work amazingly well in single player, but not in multiplayer.  However I might change my tune once I see how the snap map system works.  In any case I am definitely enjoying the single player campaign, and it has just enough story and intrigue to keep the game moving forward…. but not so much that you get bogged down in character development.  This is in no way the rich narrative environment that Doom 3 was for me at least, but it has enough atmosphere to keep my interested.  If you want a good shooter, give it a shot… but if you are looking for a deep storyline…  this is not the game for you.

Blizzard: WoW and Overwatch

Puppy Love

This is admittedly going to be a bit of a bummer of a post, but I feel like I want to get it out of me and onto paper.  I started this discussion yesterday on twitter but the 140 character limit of that medium kept me from really expressing any sense of nuance.  What happened is as the day wound down I ended up watching a really great video from Curse talking about the road to Overwatch, and the first video was talking about the failure of Titan.  It really is a great video because while Blizzard refuses to really talk about what happened with Titan, they do a pretty good job of trying to interpret and read between the lines, and managed to get an awful lot of candid commentary from the Overwatch team.  However while watching this video I was struck by something.  As you watch folks like Metzen and Kaplan talk about Overwatch you see this unbridled love and excitement in the way they express everything.  You can tell just how much they are enjoying this game and how excited about the future of Overwatch they feel.  This is just something I have not really seen from Blizzard in years in pretty much ANY game.  Sure there are standouts like Terran Gregory that are amazing, and every time he talks you can tell he quite literally is living his dream each and every day.  However the bulk of the World of Warcraft folks at Blizzard tend to come across with almost a sense of resentment that they are working on that product.

To go even further if you watch some of the Blizzcon Q/A sessions, there is almost a sense of condescension towards the players from the folks up on stage.  It goes beyond the “we know better” thing that every IT professional is guilty of doing.  It seems at times that they simply are not having fun with World of Warcraft anymore, and when you watch the same folks like Chris Metzen talking about Overwatch it is just such a stark difference.  On some level I absolutely get it.  There are things that I wrote a decade ago that I am still forced to maintain… and every single time I open them all I can see are the mistakes I made in the past.  After a point I began to resent that code, and it is almost painful every single time I have to work in it.  I am figuring that in many ways the folks who work on World of Warcraft, and have for a very long time…  feel that same way about that game.  They see this Weasley House of a game that is knitted together out of several different generations development, and just want to start over.  I think this attitude is evidenced in the vast number of game system uproots that have happened during the course of its lifespan.  Instead of just fixing the problems of the past, they nuke from orbit things like the talent system and try and rebuild something completely different on the rubble of the past system.

Nostalgia Not Hope

Now when I started down this path yesterday, a friend of mine brought up the Looking For Group documentary.  The problem is I see something completely different there when folks talk about the origins of World of Warcraft than I do in the current Overwatch videos.  I see a nostalgia for the way things used to be.  I see a reminiscing of folks who remember the good times the game had and how excited they used to be about everything relating to the game.  Ultimately I see a lot of living off of the whiffs of former glory, and what I see missing is the unbridled hope about what could be and is just over the horizon.  In Overwatch the sky is the limit and everything is magical still, because they have yet to actually ship the product.  In World of Warcraft, every single turn is dictated by a past decision and often times colored by past mistakes.  As a player I want to know that the best days of the franchise are still ahead of me, and not something to be remembered fondly from the past.  The development team has not made me feel that way since Wrath of the Lich King, and I realize that is entirely my fault as well.  What the game needs now however is exuberance to turn back the tide of negativity and get the ship moving in the right direction, and I see that sort of positive spirit working through the Overwatch team and wish I could somehow bottle it and force feed it to the folks working on Warcraft.

It just makes me wonder if at this point the current team working on World of Warcraft is too tired of the game to really take it to the places it needs to go.  The funny thing is… there is a team at Blizzard that is doing precisely the sort of job that the WoW team should be doing.  Diablo 3 feels like the property that is largely ignored and was even left out of the “things going on at blizzard” video from Blizzcon 2015.  However they are doing this amazing job of slowly and quietly improving the way Diablo 3 feels to play it.  The whole seasonal concept has revolutionized the way I play the game and has created this moment that happens every few months where me and my friends get extremely excited to be playing the game again.  We need that sort of an approach at World of Warcraft, rather than the slash and burn experience that keeps happening with every expansion.  We need someone to take an approach that is constantly refining and moving the franchise forward rather than trying to re-invent itself and often floundering.  SOE was the master of this methodoloy, and each Everquest and Everquest II expansion felt like it was pushing the boundaries of what the old tech could do, and the team seemed genuinely excited to be doing each new batch of content.  Ultimately the truth is… how are we the players supposed to be excited about a product when the folks creating it seem to be going through the motions.  I want Blizzard to love World of Warcraft the way that they seem to love Overwatch right now, and I wish I knew how to make that happen.

Old School New School

Doomed

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Firstly if you didn’t check it out I highly suggest you read yesterday’s blog post if for no reason other than the amazing custom artwork by my friend @Ammosart.  As far as this weekend went, it was a bit of an odd one.  I once again played a lot of Destiny, but this morning that is not one of the shooter experiences I am going to be talking about.  I really hate it when game companies gang up on each other, because this weekend there were “special” beta tests going on for Overwatch, Battleborn and Doom.  While at first they might not seem all that related, they are each chasing a multiplayer experience that they would really love you to care about.  Battleborn is not even on the list of games I was interested in, thanks to a really bad alpha experience causing me to pitch it to the curb.  Doom however…  I really want to like and keep giving it ample attempts to sell me on its regressive notion of what first person shooter multiplayer should be.  Now please note…  I’ve had access to the alpha for quite awhile now thanks to a strange presell deal that they had for Wolfenstein The New Order.  I have not really talked about it before now however due to the NDA it has been wrapped in, but with this weekends big beta event… that has been dropped.

Doom Multiplayer is a game that really hopes that you remember Quake 3 Arena fondly, and have been craving that sort of gameplay with marginally better graphics.  The gameplay honestly gives flash backs to playing Rocket Arena… during a time when even then I thought the Quake Arena experience was far inferior to Unreal Tournament that I tended to play more often.  If you miss the days of being shot across the map from someone you can’t even see as you spawn in… then this is going to be the game you have been hankering for.  The big problem I had was in all of the matches that I have played… I never really found myself having fun.  I mean I did okayish, but it very much felt like wandering around the same claustrophobic hallways that we used to in Quake.  The worst sin however is the movement… it feels completely unrealistic and the same sort of stiff speedy running that those original Quake games had.  What it is trying to be is fast paced run and gun action, but in an era when we can do that without sacrificing animation and design aesthetics.  I’ve now played several different PC alpha tests, and installed it on the PS4 to give it a go there… and no matter what I keep coming up with the same impression.  This is not a fun multiplayer experience.

Molten Core!

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The general “unfun” nature of Doom was only drilled home thanks to also being in Overwatch this weekend.  It feels like both games are trying really hard to deliver something similar, at least in the department of a faced paced shooter department.  Also both games really want you to want to watch them as some sort of an e-sports extravaganza.  However Doom is a world that traded the drab green and brown nothingness of Quake for various shades of orange and blood red… whereas Overwatch is almost more game world than it actually needs to support the combat.  As you wander around the world there is a constant barrage of tiny details.  Posters on the wall, images up on computer screens… advertisements for murloc themed restaurants.  The world is vibrant and feels alive, and almost begs you to inhabit it, and what makes it even better is that every single character is just as vibrant and well designed.  Playing Torbjorn feels unique and completely different from playing Pharah or Reaper or Reinhardt.  The only negative here is that at times they almost feel too unique, in that the control scheme of one champion doesn’t begin to map up to playing another one.  It is fairly normal for “league” style champion design to differ wildly, but at least in League you are always going to be using QWE, but for Overwatch champions there is essentially an array of hotkeys that get used… and not all champions use all hotkeys.  The most confusing aspect of this is how some champions have a movement key and others don’t…  and even among the ones that do they don’t always sync up to exactly the same key.

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So what ended up having to happen is that I started to compartmentalize “this is how I play this champion” from “this is how I play overwatch”.  The only unfortunate thing about this game is that you can see how much effort they put into building the world, and personally I get a little nostalgic about “what might have been”.  Titan was supposed to be Overwatch the MMO, and I would have loved that.  Even if they had given me a game along the lines of Destiny or Division I would have eaten it up completely.  So as you are playing through the levels you see signs of what might have been.  As far as the game play itself it centers around running multiplayer matches, to rank up… to unlock loot crates… to get sweet skins and other cosmetic stuff…  that improve your game play experience for those champions that you really love.  At its core this game is a really tight multiplayer team based shooter, and if that is not the experience you have been looking for… this probably isn’t the game for you.  It plays like a modern version of Team Fortress 2 and feels tighter than that game ever did.  Every aspect of the experience seems like it has been painstakingly planned and the awesome thing about it is that for once Blizzard is probably being more forthcoming with information than any other multiplayer game has been.  For example they went into more detail about the netcode behind the game play than any company I have ever seen.  The only unfortunate thing is that I am going to have to likely wait until May 3rd to get to play the game again, given that is when the pre-launch open beta period begins.  The game lived up to all of my expectations, and I am amped to get to play it with friends.

FPS Evolved Genre

Thoughts for Motiga

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One of the aspects of Pax South 2016 that felt strange for me, was the complete and total lack of Motiga and Gigantic.  I cannot fully express how much of my experience this game was in 2015.  I had a great time hanging out with the Motiga crew thanks to Lonrem brokering a connection, and then kept dragging people to the booth to play Gigantic.  It felt like the sort of MOBA experience I had been looking for.  When I played a tanky character, it felt like playing an MMO tank.  When I played a ranged character, it felt like playing a really good ranged shooter.  I feel like hands down they were the belle of the ball last year, and when I heard about their layoffs in december, and the fact that they were not on the roster for 2016… I started to get concerned.  Since coming back from Pax last year I have been lucky enough to have access to all of the alpha and beta events, but I have to admit I didn’t really play much of it.  For the longest time it just played lousy on my then Geforce 750ti video card…. and now that I have at least upgraded to a 960 I am wondering if maybe it would perform a little better.  As of yesterday however I am really starting to worry for the folks at the company, because according to a Gamasutra article the just underwent some pretty significant staff reduction in a last ditch attempt to get more funding to finish the game.

Now that the NDA has lifted I don’t have to worry quite so much about how I talk about Gigantic.  I really need to reinstall the game and see what its current state happens to be.  The biggest problem  that the game had was that its back end systems were not quite as polished as the front end game play.  Matchmaking was a big issue, and the fact that in order to get valuable feeling matches… you realistically needed to hang out on testing ventrilo and and form some sort of a custom game.  The last time I attempted to boot up the game I sat in a matchmaking queue for thirty minutes and then finally gave up.  My friend Rae apparently has played it more recently, but ran into a pretty elitist player base… with her catching shit for not doing the right thing at the right time.  This is one of those games that is so damned close to really good…. but I worry that maybe they missed their window by a year.  I’ve always said that in order for this game to be really popular it needed to be first to market, since it is essentially launching an untested IP.  The awesome thing is though, that the characters…. well… for lack of a better term have character.  They are interesting and are animated in a way that they spring to life.  This game has what League of Legends has… but so many other games in the MOBA genre have lacked…  personality.  I really hope that they can pull this off, but as always I worry about the folks that were just let go.  This game deserves its time in the sun, and I think it will flourish on consoles….  quite possibly more so than on the PC that already has a fairly entrenched first person MOBA genre.  The critical date however is that they HAVE to beat Overwatch to launch, or they are pretty much toast.  Even thought those two games are vastly different in feel… players are still mentally lumping them all together in this “fps evolved” genre of folks taking the FPS template and doing new things with it.

Overwatch Beta Returns

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Speaking of the 500 lb gorilla that Gigantic has to beat to market…  as of yesterday the Overwatch Beta is back on, and with it has also returned much gnashing of teeth as more folks failed to get in.  At this point I am pretty much resigned that I will not likely get to play until open beta testing at some point.  For a brief period of time I thought that maybe I had access, because in the launcher the install button suddenly started showing up for me.  The only problem being that it was grayed out, and not clickable.  I am guessing this was a temporary glitch because later that evening when I popped into WoW to do my garrison gold farming… it was back to hiding the install button again.  The truth is…  even if I had beta access I probably would not be playing it much.  My recent return to Elder Scrolls Online has taught me that… maybe I am just not a good beta candidate these days.  I absolutely blame the almost two years of regularly ESO testing for my diminished desire to play after getting to the veteran ranks.  I quite literally had burned myself out on all of the newbie content, so that the thought of alting my way through it again just felt painful.  I poured my heart and soul into that testing experience, because I wanted that game to be the best damned game it could be… and honestly judging it today through very clear eyes…  I think it turned out pretty great.

I want to be able to walk into Overwatch and have the game feel free and exciting, and be able to experience the new player rush along with everyone else.  Sure I would love to be able to play the game when the whim hits me right now, but I am not going to be the sort of hard core tester and bug reporter that they really need right now.  In this sort of game, balance and gameplay statistics are key… and they need a sheer volume of data to sift through to be able to shape their design decisions.  So for me… who is going to maybe play the game once a month…  I am not exactly a great resource and if you replaced me with someone who is going to stream the game every night… you would be far better off in the end.  I’ve developed this aversion to playing games before they are officially released.  Now granted… I still do regularly…. but I have begun to learn my lesson.  Torment: Tides of Numenera for example is absolutely available to me to test because I backed the project…. but I have zero desire right now to do so.  I want to play the finished version of the game, when it is “ready for primetime” and not have to sift through crippling bugs.  Maybe my tolerance for “broken games” is less than it used to be… or maybe there are just so damned many things that I want to be playing that spending my time on an unfinished product feels like a waste.  In any case… I am a bad beta tester, and will continue to be super happy for those who are getting invited and enjoying their time playing games like Overwatch.