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.

Done with Undertale

Making My Own Finish

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Last night I finished Undertale… and what I mean by that is that I reached a point where I am just finished caring about the game.  I have so many conflicted feelings about this title.  On one hand I really do enjoy the story that is being told, and I made my best attempt to go pacifist.  The problem I have however is that there is a whole lot about the “game” that I simply hate.  For me it feels like I am very much playing two vastly different games.  One of which is this awesome console RPG where I wander around and talk to interesting people and do the occasional puzzle.  Then there is a completely different game that is the often times bullet hell shooter that is the combat system.  The combat system is the game that I hate, and the loner I had to play it the more I loathed its existence.  The strange part about it is that I love JRPGs and I love Bullet Hell shooters… they are awesome separate genres but there is something about the hybridization of this game that offends my sensibilities.

When I play a bullet hell shooter, it feels like there is nothing on the line.  Sure I might lose a ship or I might have to start back at the beginning of the game, but there is nothing that I deeply care about on the game.  When it comes to an RPG… adding that bullet hell aspect feels too punishing for me.  If I fucked and forgot to save, a single screw-up might cost me hours of retracing my steps to try and reach the point where I have to try that fight all over again.  In a bullet hell title you often get some avenue for rapid trial and error as you figure things out on the fly.  I am very much a learn by doing person, and no amount of prep work ahead of time is going to get me through a fight until I reach my own internal click moment where I grok the mechanics at a purely muscle memory level.

Un-fun Experience

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If I somehow could have turned off the combat system and wound up with a game where I just walk around and talk to interesting people I would unabashedly sing this games praises.  Tonight we are recording the AggroChat Game Club show where we talk about Undertale and right now I feel like I am probably going to be the lone voice that did not really enjoy this game.  From the moment I first encountered the combat system I felt like I was “taking my medicine” and forcing myself through an experience that I simply was not enjoying.  So in many ways it felt like doing homework, and I found myself trying to rush through as fast as I could so I had something to talk about.  I don’t want to give too many spoilers in my blog post, and will likely save those for the podcast.  However I managed to get to the bullet hell-iest of all bullet hell glitch endings, which apparently means that I did not make enough friends along the way?  I did a bunch of research and watched several of the other ending options on YouTube and I have to say…  the ending I was heading for feels like a massive slap in the face.

I realize it is a central conceit in a lot of Japanese games that you get a shitty ending the first time… and that is supposed to drive you to play the game again to get a better ending.  I’ve always kinda thought this practice was bullshit, and instead of lighting a fire under me to get the better ending… I just tend to chuck that game in the dustbin as a thoroughly disappointing experience.  The primary problem with me and this game is that I don’t enjoy the central game mechanics… which are avoid stuff on screen as a a replacement for standard menu driven RPG combat.  I can absolutely play a game indefinitely that has a shitty story, but has mechanics that I really enjoy.  This is why I mesh so well with skinner box and grindy games… because I am enjoying that core loop enough to keep playing for the promise of something cool in the future.  That said I have never been able to struggle through a sub par mechanical experience just because I know there is a good story there somewhere.  When I reach a point when I think I would much rather watch a YouTube video of someone else playing…  then it is time for me to hang up my controller and cut my losses.

 

Big Dumb Broforce

Happy Friday

At the very least, Happy Friday to me!  This is the last day of my week as we have Good Friday off tomorrow.  I plan on spending the day in a near vegetative state playing Elder Scrolls Online and likely streaming quite a bit of it.  It seemed like today was going to be a day I could wrap up the loose ends.  I have a bunch of projects that each need a few hours of undivided attention to finish up the last bits of coding.  The problem is I am constantly getting interrupted at work by “fly bys” when some random person comes by to ask a question.  Looking at my calendar it was completely clear, so I thought I would be leisurely listening to the ESO soundtrack and working through the last bits of these projects.

WRONG! I generally check my work email a few times a night, and right before bedtime I noticed I had been invited to a meeting to discuss hopefully the technical details of a new project.  Then I panned down and noticed the time.  There is a special place in hell for people who schedule 12 am to 1 pm meetings.  Sure enough this damned vendor had done just that, so now I have to give up my lunch hour to listen to some vendor do a sloppy job of trying to explain the technical requirements of their product.  I hate vendors…  mostly because where I work the relationship of vendor and customer seems to be completely backwards.  We always end up having to jump through hoops to meet vendor needs… when it should be the other way around.

Big Dumb Broforce

Broforce_beta 2014-04-17 06-13-57-71 One of the things that I lament about modern video game design… is the attempt to make them feel like interactive movies.  While I can appreciate the craftsmanship of the Mass Effect series, it is not the type of game I want to play every single day.  I like blowing things up, gibbing bad guys and generally saving the day.  I have massive amounts of notalgia over the big dumb games of my childhood.  Nobody really gave a shit about the storyline in Double Dragon, because mostly it was completely incoherent.  However we did know the bad guys by name and enjoyed punching them repeatedly.  The name Abobo still sends an irrational amount of fear through me.

Broforce_beta 2014-04-17 06-16-34-23 Broforce is basically one of these games with a storyline that is basically an excuse to blow a bunch of stuff up.  The game is very reminiscent of Metal Slug, another title that I absolutely love, with a few significant tweaks.  The gameplay is very similar, go through the map rescuing prisoners of war.  The twist is each time you rescue another prisoner, you gain an extra life and then transform into that prisoner.  This gives the game a huge cast of characters, all of which have extremely unique abilities.  In the above shot I ended up playing as J from Men in Black… known in this game as “Bro in Black”.  All of the various characters have been given bro names like “Brobocop” or “B.A. Broracus”.

Broforce_beta 2014-04-17 06-18-41-32 At the end of each sequence of levels there is a boss fight, this one is a helicopter that alternates between dropping bombs and firing a chain gun at you.  What makes it difficult is that both NPC weapons and your weapons can destroy terrain.  Meaning pretty quickly you are running out of places to stand.  One nifty tip that I have noticed is that the platforms the flags spawn on are indestructible, meaning you can use them as a shield when the bomb phase starts.  All of this said the gameplay is just infectious.  I’ve played roughly an hour so far, and am really enjoying myself.  The only thing that I find frustrating is that not all of the “bros” are created equal.  Some of them like the MacGyver clone are extremely situational.  It reminds me of playing Castlevania and getting stuck with the wrong alternate attack right before a boss fight.

Broforce_beta 2014-04-17 06-14-48-16  The one thing that would greatly improve the experience for me is the ability to swap back and forth between the bros you have rescued.  That would make the gameplay feel more strategic and less random.  Even in the modern Castlevania games you got a second chance to swap back to the weapon you had before.  It is bad enough that if I get MacGyver I tend to just suicide out to swap to a new character.  Playing mad bomber is just not as fun as it seems… even though his bombed turkey attack is hilarious to watch.  The game is available through steam early release, but it feels pretty damned complete to me.  If you like mindless shoot-em-up game play, I highly suggest you give it a look.

Wandering Rivenspire

Screenshot_20140416_220811 The rest of the night I ended up working on the various quests in Rivenspire.  This zone might be my nemesis, not because I don’t like it… but maybe that I like it too much.  I find it nearly impossible to focus while wandering around a landscape full of vampires.  I end up falling into vampire hunter mode and spending large amounts of time slaughtering the undead without really knowing I have done it again.  I desperately tried to stay focused last night and follow the quest chains.  I managed to ding 32 and at this point I am no longer getting drops from most of the encounters around me.  It seems like if you are not within five levels of the encounter it becomes trivial and stops dropping anything meaningful.

I am however using the opportunity to loot everything I see, and feed the cooking mats to Kodra and Sylladora depending on the level of the material.  I hit a lucky streak last night and managed to get both the Breton and Argonian racial motif books.  The Argonian one is still looking for a home by the way if any of my guildies need or want it.  A few days ago I managed to get an Imperial motif book, so they do apparently exist for everyone concerned the only way to get imperial gear was through the collectors edition.  I managed to find a buyer for it and got 10,000g… which I figured was pretty damned good considering that the other motif books started out around 2,000 and have quickly dropped to 500 as the market has become flooded.

For awhile I was trying to broker a trade for either the Barbarian or Primal racial motif, however I have heard they are pretty common drops in the veteran levels.  That ancient elves and daedra are far more difficult to find.  I figure getting the gold while I can for the imperial book was the best course of order.  Like always I am in a relative state of poor in this game, but I need to begin saving up for my fast pony.  I might have to give up on deconstructing everything I see and just start selling it to make a profit.  My biggest concern right now is that I am several levels ahead of the zone I am in… and this just seems to keep getting worse as I move upwards.  I just find it impossible to move on past a zone until I think I have gotten everything out of it.

Interesting Footnote

It seems as though I am going to be on two podcasts this weekend.  I will of course be recording the second episode of AggroChat… which I am looking forward to.  We have several topics that we may or may not get around to discussing.  It should be a fun time for me at least either way.  The second however is that I will be guesting on the Multplaying.net podcast.  So keep watching their site for the file because I am sure it will be a fun time.

#ElderScrollsOnline #ESO #BroForce #AggroChat #Multiplaying