Category Archives: Xbox 360

Forza Motorsport 4: Noob Tips

Consider this Tips For Noobs, From a Noob. Because despite being level 52 at the moment, I’m still very much a noob at the competitive side of the game. Racing against the AI is very misleading to your actual skill at driving in the game.

Practice! This is a Duh, Captain Obvious! thing to say, but it’s extremely important. Get accustomed to the way your favorite cars handle under your favorite tune setups, learn the track layouts and how they flow for your car. And it’s important to practice with your controller of choice, be it the gamepad, the Wireless Speed Wheel or one of the more expensive and hardcore steering wheel and pedal setups. Fine, smooth control makes a difference. I’m still working on slowing down. Seems silly, but I have a real problem getting a grip (pun intended) on how effective (or not) my brakes are, and I either overestimate and end up getting way too slow or more often I underestimate the brakes and go careening off the track and into last place. Practice, practice, practice!

Handling! This goes along with practicing in your cars, but while some cars may be faster on the few straight stretches of road, generally speak, races are won and lost in the turns in Forza. Get or create a tune setup for your car that handles well in the turns for your preferred driving style. There are a lot of drift fans out there, and it’s damn impressive to watch but for me, drifting is counterintuitive so I tend to go for grip tunes. The sports cars I had a chance to drive in my youth all hugged the road and could corner like a sonuvabitch, and that’s how I want my Forza cars to drive, not handle like they’re hovercraft.

Credits! If you’re into saving credits as much as possible, here’s a handful of tips. For the car collectors among you, Gamespot put together a list of recommended cars to get while leveling up, in terms of which one is most expensive if you were buying it. Choose the most expensive car as your reward, so you end up spending less credits buying the others. Also, related to the handling paragraph above, most of the default tunes for the cars seem to me rather loose and borderline drifty. There are tons of free tune setups in the auction house but loading them can be costly buying the upgrades they’re built for. Go ahead and drive the car (or any car from that manufacturer) a few times to get your Affinity to level 4 so that manufacturer upgrades are free. Some tunes will use custom upgrades, so you’ll still end up spending credits but much less than if your Affinity were under 4.

Cars! Rather than release new tracks as DLC, traditionally Turn 10 has only released new cars for both Forza 3 and Forza 4. (There are codes that come with the game to download a couple free custom tracks, I’m not counting those because from what I can tell – again, I’m still a noob – they’re only used situationally, not something you race online or in the campaign with. Could be mistaken on that, though.) While I enjoy getting new cars as much as the next guy, I personally don’t see the DLC worth my money because when I look at the list of cars, I would never want to drive a lot of them. I don’t like old beaters and stuff like that, totally not into that scene. However, each DLC pack does offer one of its cars as a free download! You still have to buy it in-game with credits, of course but you’re not spending real money in the form of Microsoft Points to acquire the cars. The free cars are:

Etiquette! As hardcore as the Forza community can seem at times, generally speaking they also expect some level of professionalism in your driving; some etiquette. Problem for me is, I also enjoy “racing combat” games like Blur and Split/Second where smashing your opponents is part of the gameplay. I behave similarly racing the AI in single-player, I’ll go full-bore into a turn and slam into an AI car to slow me down rather than using my brakes. Online, however, that can get you a bad reputation. Not only will they downvote your Gamertag reputation, they will trash you on the community forums and post their replays online for everyone to see your poor behavior in action.

Wireless Speed Wheel

I don’t normally play, or even like, driving games. But last year I picked up Bizarre Creations Blur and holy crap but that is an extremely polished and fun game! It’s much less of a "racing game" than a "driving combat" game, however, and I’ve heard more than one person say it’s like a Mario Kart on steroids.

Back in my Playstation 2 days I was big into the Gran Turismo series. It was either GT3 or GT4 (most likely 3 due to its release year and my memory of where I lived while playing it) but I bought a Logitech steering wheel to play the game. It was very cool, and steering improved dramatically as you might expect over using analog sticks, but it required being mounted on a table. My coffee table at the time (which I still have) was not designed in such a manner that allows things like steering wheel accessories to be mounted to it. So back to the store it went that night.

Fast forward to the present (well, last summer) and suddenly Microsoft announces they’re making a Wireless Speed Wheel that doesn’t even have a base! (At one time they made a "normal" wireless steering wheel but it’s out of production and often runs $600 or more because of that.) I’d pre-ordered the wheel from Amazon and was eagerly anticipating its Halloween release date. That is, until I watched video after video of early reviewers attempting – and failing miserably – to use the WSW with Blur. It just flat out did not work at all. My assumption, based off descriptions of the WSW’s inner workings, was simply that it emulated the analog sticks, but that is obviously not the case. Still, it didn’t take long for users to compile a list of WSW-compatible games.

I am not certain what prompted me to make an impulse purchase of Forza Motorsports 4, which is Microsoft’s answer to Sony’s Gran Turismo "driving sim" racing series, though I suspect Pete from Dragonchasers is rather high on the blame list. Oddly, however, I’ve been thoroughly enjoying the game! Raptr has me clocked at 32 hours of Forza 4 time to date, and I am currently level 44 and just completed the Masters series.

I also went ahead and picked up Split/Second, which is similar to Blur in that it’s a "combat" racer but in a totally different way. Paul, also known as Oakstout has had that game for awhile now and often wishes he knew someone else to race with, so I nabbed it recently, though I haven’t put much time into it yet.

Finally, I also bought Test Drive Unlimited 2 recently. I had played the demo of the original but it didn’t really sink in. In theory though, I approved of the Massively Open Online Racing concept. TDU2 came out last year but was apparently inundated with severe issues, so I let it fade into memory until recently I had a few conversations while co-op gaming with Aaron from Anyway Games where he said he thought he would really enjoy some type of open sandboxy driving game. In the end, curiosity got the better of me.

Before I get to the games themselves, let me just state that the Wireless Speed Wheel has two limitations. First, it was for some unknown reason designed without bumper buttons, which nearly every Xbox 360 game in existence uses, including these racing games. Second, it does not have a microphone input so racing with friends can be problematic. If you happen to own one of the wireless earpieces, you’re good to go. With the normal 360 wired headset, you’re out of luck. I also own the Turtle Beach XP500 headset, which by the way is an absolute glorious piece of hardware, but due to the lack of mic input I can only hear my friends speak and cannot talk back.

So, in total I have Blur, Split/Second, Forza 4 and Test Drive Unlimited 4 as my selection of driving games, plus I own Hydrothunder Hurricane which is an excellent arcade boat racing game on XBLA. Out of those, Blur does not function at all with the Wireless Speed Wheel.and Hydrothunder relies so heavily on the bumper buttons that all you can do is drive the boat around the tracks in last place because you’re unable to hit the speed boost or any other special function, thereby rendering the WSW useless for that game.

So far, in my limited time playing Split/Second, it appears to work fine with the WSW. It does require more oversteering than I’m seeing in the other games, but not enough to make it unplayable at all. The cinematic and explosive "power plays" you use to alter the track or hinder your opponents are triggered with the normal buttons, so the lack of bumper buttons has so far not been a problem at all. The only oddity is that the menu screen is sensitive to the steering so rather than being d-pad only, if you tilt the wheel in any direction the cursor will rapidly move from tab to tab.

The WSW was allegedly designed to work specifically with Forza 4, so again, one has to boggle at the lack of bumper buttons. To be fair, you can play the driving game just fine and never need the bumper buttons at all. But when (when, not if) you want to go into the in-game Auction House to get cars, paint schemes, tuning setups, etc. you’ll have to shut off the WSW and grab a controller because the Auction House and a few other extraneous parts of the game rely on heavy bumper usage. For the main attraction, the driving game, the WSW is really smooth! It does make a few keybind changes without telling you. Driving with the controller, you use the B button to shift, X to downshift. A is the hand brake, and you can use the right analog stick to look behind you and to either side. When using the WSW though, the shifting gets switched to the d-pad which is located on the left "handle" of the wheel. Press up to shift, down to downshift. Makes perfect sense, but I’m right-handed and it’s proven very clumsy and uncomfortable to shift with my left thumb while braking and turning at the same time. I’m getting better at it, but it’s slow going and unintuitive. The A button is now a rear-view camera. Left and right views are gone, and I have no idea if there is a handbrake function at all for those emergency quick turns. Y is Rewind in both controller configurations, and while using the WSW pressing the Back button changes the camera which might be one of the bumpers when driving with a controller.

Test Drive Unlimited 2 is also damn near flawless for the driving portion of the game. Actually let me just state that TDU2 is by far the smoothest feeling driving game I’ve played with a controller! So popping over to the WSW is just heaven! However, the segments of the game where you’re outside your car are awkward and clumsy. With a controller, those segments control like a standard first-person shooter. You walk around the building like you would any shooter and you aim your huge reticle at the various NPCs or interactable objects. With the WSW though, you’re using a combination of steering to turn left or right, and the d-pad to move forward and back and strafe. The WSW only registers left-to-right motion so you can’t truly aim the reticule up or down. To compensate, you can use the trigger buttons to either raise or lower the reticule to interact with those objects not placed in the normal height area. Finally, there are a few option screens that require bumper usage, so a controller is required there.

I’ve heard the Wireless Speed Wheel also performs flawlessly with the previous Forza 3 and also Codemaster’s well-reviewed Dirt 3, which I’ve considered getting at some point. I was a little dismayed to see the notification on the official WSW page that EA’s new Need for Speed: the Run was also not designed for the wheel. I haven’t bothered to read how well it performs at all, since the game is not currently on my To Get list, but I’d considered giving it a try later this year.

For me and the games I do own so far, the WSW has been great to drive with. It’s annoying when I have to switch between the wheel and a controller when bumpers are needed, such as navigating the Forza 4 auction house as I mentioned earlier. Playing alone is perfect, but when I join the AGE guys on Forza 4 Game Nights, the lack of the mic input is a tremendous limitation. I do have a wireless earpiece but it was not charged up the last time I was home for Forza Night so I ended up driving with a controller. I did try using my XP500 to listen then plugging in a second controller to power the Bluetooth mic module but that didn’t work, the guys couldn’t hear me.

If you’re in the market for a wheel accessory for your 360, I will go ahead and recommend the Wireless Speed Wheel despite its two limitations, just decide for yourself how much they will impede your driving experience, if at all.

Happy New Year

So, here we are ending 2011. Seems that a lot (or maybe just a little) has changed over this past year within the circle of bloggers and gamers I interact with, but generally I’ve seen a degree of movement toward being more positive in their outlook on the games or type of games they play. Ironically, I just saw a couple of them on Twitter yesterday complaining how negative so many are getting, full of complaints, shouting, whining, you name it. Apparently I don’t follow those people, and that’s fine by me.

I’m sure everyone who still reads this has noticed my marked neglect of Pumping Irony this year. I just didn’t feel it, for the most part. I had a lot of fun writing about Champions Online‘s first Comic Series, though my glass cannon character got stuck (and still is) on the final fight. The draft post is still sitting there since July waiting for me to finish it, meanwhile Cryptic has the second Comic Series currently running. For the most part, I’ve damn near given up on MMOs, and what’s left of my readership are primarily MMO Gamers. Right now the exception is Star Trek Online but the catch is, MMO or not, I don’t play that like an MMO. Other than that, I’ve mostly gaming on the Xbox 360, which has become my preferred platform for everything except MMOs for now.

The Blog

[This is the "glass is half empty" paragraph] That leaves me in a predicament. I’m barely playing MMOs and when I do, I’m still not bothering to write MMO blog posts. I’m mostly active these days on Google+ where everyone who’s moved there too has been far more accepting of my non-MMO and non-gaming interests. I’m still deciding, but don’t be shocked if I just pull the plug on Pumping Irony. I know one of the top rules for writing is "write for yourself," but this is a blog, not literature. If I get the interaction I seek elsewhere – in this case, Google+ – then elsewhere gets my focus.

[Now for the "glass is half full" treatment] However, I’ve also made a pact with myself to write more in 2012. I have Pumping Irony, and I have a few other blogs that have nothing to do with gaming at all. I’ve neglected all of them, so one way or another I’ve promised myself to take time to write on at least one of them, and to finally pick up writing fiction again. So, in one form or another, I expect more writing out of  myself next year even if it’s in a location you gamer-only readers never see. I enjoy the creativity involved in putting words to paper pixel, the behind-the-scenes research, and hopefully learning new additions to my vocabulary.

What I’ve Been Doing

Other than the aforementioned Star Trek Online, as I said I’ve mostly been on the Xbox 360. But what fantastic games came out this year! The past few months (and upcoming few still) was an onslaught of AAA titles that are well-deserving of anyone’s hard-earned cash.

Role Playing:

Skyrim. Obviously the big recent RPG was Bethesda’s Skyrim. Finally, Bethesda made a game that gets it right for me. Oblivion was a chore for me to slog through a few months ago, but I did it mostly out of spite. With Skyrim, on the other hand, I finally "got" what people say about Bethesda’s games being mostly about the exploration. Oblivion was bland – nearly every environment looked identical and the same music always played. In Skyrim, everywhere I go has its own unique appearance and music. The dungeons are more varied, even though I can still spot individual 3D "tiles" (a 2D description, but you know what I mean) being re-used for dungeon construction. And something very important for me, finally a third-person view that is functional and playable! First-person melee is horrid and bland, and honestly I don’t see it improving, so putting me in a third-person camera where I can see moves that cannot be accomplished from first-person keeps the combat interesting for me.

Fallout 3. As much as I’m enjoying Skyrim, it has caused me to get an interest in finishing Fallout 3, which I last played in May, 2009. I was level 16 at the time, but I had botched a few achievements. Similar to how I played Oblivion, my goal with Fallout 3 is to finish the game (and DLC) with 100% achievements. So I deleted my previous game and started over. This time around, I still can’t say the exploration is all that exciting or interesting, but achievement-wise (which equates to quest-wise) I’ve already surpassed where I left off two years ago, but am also only level 13. I’m not spreading my points all over the place this time, mostly concentrating on small weapons and other skills that will specifically get me through the game. Which is fine, because that’s also how I prefer to play this character. Unless he gets really bad die rolls, he is far more deadly at level 13 than my former level 16 character was. And being able to quickly and violently kill the Wasteland baddies makes me smile and even laugh, which perhaps makes up for the game itself not being all that fun (from a pure "fun" perspective).

Divinity II: The Dragon Knight Saga. I started DKS a few months ago, and got to the point where I could become a dragon and took control of my own Battle Tower. Then other games took my attention, but I plan to get back to it as soon as possible. It’s a really good RPG with some great action moves and a lot of diversity in its freedom to create characters. I don’t often play ranged characters in RPGs (MMOs maybe but not in real RPGs) but I am in DKS and it’s a blast. Some of the higher-tier abilities are just awesome to behold, and I’ve enjoyed the story so far.

Shooters:

Battlefield 3. This is my new go-to shooter. I can’t say I’m 100% satisfied with it, especially some of the maps like Operation Metro that seem like more of a nod towards the Call of Duty style of gameplay, but when I’m playing on a _real_ Battlefield map, I get that _real_ Battlefield feel again.

Gears of War 3. I’ve always like the campaigns in the Gears of War series but I’ve never been a fan of the multiplayer, which I tend to describe as "shoulder rolling with shotguns." I’m just not that good at it, and because it is built around small teams (5v5) that makes me more of a liability to my team, so in Gears 1 and 2 I mostly chose to just avoid multiplayer altogether. Gears 3 is no exception – I’m still avoiding the competitive multiplayer – but with four-player co-op, Horde 2.0 and the new Beast game modes, there is so much variety with Gears of War 3 that I’ll probably give this one my vote for best value overall.

Modern Warfare 3. I own it. I finished the campaign, which was fun (for me, the best part of any Call of Duty) and finished up the series’ storyline. Multiplayer is horrible, though. As much as Black Ops multiplayer pissed me off last year, I gradually learned to at least tolerate it and would often play it even without friends. MW3 has caused me to violently rage-quit almost every single match, though. COD games have always been hyper-fast and hyper-twitchy, but MW3 seems to have finally crossed some invisible line in the sand that pushes it over the edge for me. It’s just not fun, and I do not enjoy dying, watching the killcam and seeing the guy didn’t even hit me, respawning and dying again before I can count to 5. I also don’t enjoy when I kill someone when I never hit him either. It’s sad when the COD franchise is a license to print money yet the multiplayer experience actually degrades with each iteration. In a related note, I did finally start the Black Ops campaign recently, and I’m about halfway through it. Since I only played multiplayer this past year, I had no idea whatsoever the game was set in the 1960s. Strange, but it seems to have put a slight damper on whatever semblance of positivity I felt towards the game.

Other:

Saints Row the Third. Over the top craziness in an open world. Where the GTA series went all serious on us, the SR series relishes in its zaniness. I’m not finished with the campaign yet, but think I’m getting close. The co-op is a lot of fun, though it’s a shame it still only accommodates two players. Like Gears of War 3, this one has been enough fun that I went ahead and bought the Season Pass which discounts all upcoming mission DLC.

Forza Motorsports 4. I’m not usually into racing games, especially the more sim-like ones that lock me onto the track, but Forza 4 has been quite enjoyable on a casual basis. I also picked up Test Drive Unlimited 2 which is a sorta-kinda MMO (they refer to it as a MOOR – Massively Open Online Racing) game.

Also plenty of other 360 and XBLA games have been in my roster, with more to come. I’ll try to do a better job of writing about them as we enter the new year!

Post-Mortem: The Elder Scrolls IV: Oblivion

Oblivion 100%

In preparation for Skyrim, I’ve been dedicating myself to finishing Oblivion over the past month. I’ve had the game (GOTY version) for over a year but it just didn’t resonate with me at first. Neither did Fallout 3, for that matter.

But I buckled down, sucked it up, and pulled it off! I completed the Oblivion main story last week then immediately started the Shivering Isles expansion and Thursday night, I finished that as well, earning 100% completion for the game!

I’ve done my share of complaining about the game here, on Google+ and mumbling to myself the entire time playing the game, but I’ll admit the past few weeks where I was getting close to end of the main story then doing the expansion that the game had grown on me in a few ways. At the very least, I think I can see why, or at least some aspects of why, so many players hold it in such high esteem. So I’ll take this opportunity to share the two aspects of the game that stood out for me — the leveling system, and the world itself — and their pros and cons.

Leveling.

I’ve lost count how many times and for how many years I’ve griped about vertical leveling, primarily in multi-player RPGs. So, Oblivion “leveling the world” with you is right up my alley. Oh, I’ve read many complaints that Bethesda screwed up the algorithm in Oblivion and a gimped character would get to the point they could not continue. Honestly, I was expecting to be that person, but I never really had the slightest problem; quite the opposite, in fact.

Proponents of vertical leveling most often put forth the claim they enjoy going back to lower level zones and being more powerful or going back and thumping down a boss who defeated or frustrated them earlier in the game. Trust me, I’m all for that! But I want to defeat that boss not because I simply out-leveled him to the point where he’s grey and doesn’t even know I’m there like an MMO would do, but because I went out and increased my character’s knowledge and abilities beyond where they were. That boss still puts up a fight, he still fights the same way he did earlier, but now I have more to work with to defeat him which makes the victory so much more satisfying than waltzing up to a now-grey mob and one-shotting it with my auto-attack.

Where Oblivion falls flat is feedback. I finished the Oblivion story at level 19 and Shivering Isles at 21 — which could be considered low-level? No idea, really. At no point during leveling did I ever get any visual or otherwise feedback that my skills or abilities were increasing other than the drum beat and text notification saying they had. For me, a good part of leveling and acquiring new skills and increasing known skills is that I get to see the results of my character gradually becoming a badass. I like flashy moves, and I’m not going to apologize for it. One huge problem is that Oblivion is only really playable in first-person view, which is already cheesy as hell for a fantasy game, but makes it pretty much impossible to show off new melee moves. You’re stuck with stiff Rock ‘Em, Sock ‘Em Robots melee the whole time.

So that leaves magic. Mages get some super-cool flashy spells, right? Again, I finished at level 21 so I had neither enough magicka (174 at level 21) nor high enough level in any particular school of magic to cast any of the spells that sounded cool. I hot-keyed a few spells that I used most, like Protection and Restore Health, but once I was able to cast Flash Bolt fairly early on, that was the most damaging spell I was ever able to use, and that’s not really saying much. The only skill I can look back on and perhaps see an improvement during game play is Sneak. I ended up doing pretty much every dungeon, etc. in Sneak mode so by the end of the game I could sneak by NPCs easily even relatively close to them what I would consider moderate or better lighting. If I was fast enough, I could jump out from behind a wall or pillar right in front of their face and still get the 6x damage surprise attack. So there was that, and it did come in handy a couple times, but in my book being able to stealth closer ranks considerably lower on the badass scale than, say, dodging an attack, counter-attacking by tossing them in the air then leaping into the air, blades twirling, and pounding them into the dungeon floor with my sword piercing their chest in a flashy (perhaps in slow-motion even, on occasion) critical finishing move. Just sayin’…

Finally I’ll talk about the leveling mechanic itself. It was a tremendous drag. I’m out adventuring, slinging spells, seeing notifications that my skill increased in Alteration or Destruction magic, or my Security (lockpicking) increased but… none of that mattered. Only the ones listed as Major Skills contributed to leveling. My Blade skill can determine my level? Block and Light Armor? The only way to increase those is to, respectively, block attacks (duh) or stand there and get smacked around. Hey, I stood still and let this monster beat the hell out of me and guess what? DING! Makes no sense at all. Growing my skills in magic does not help me level, but repairing my equipment does? Huh? The end result is that I ended up spending a lot of time grinding skills, in the worst sense of the phrase. I wanted a better healing spell but my Restoration magic wasn’t high enough so I stood around casting the only one I did know until my magicka was drained (three casts), let it recharge, then cast again until Restoration reached the minimum level for the next heal spell. I had to do that for any number of skills I wanted to increase for various reasons not to mention grinding the Major Skills just to level up. A couple weeks ago I was doing exactly that but also grinding Athletics so I ran laps in Bruma jumping and casting a heal spell. If I was going for “immersion” can you imagine how silly a so-called hero would look running in circles jumping while casting spells on himself?

Continuing with that theme, I remember last year I wanted to increase my Sneak fairly early on. Sneak only increases if there are other people around who could potentially see you and you have to be in motion, not standing still hiding. So I did the equivalent of “macroing” the skill: I put my character into Sneak facing a corner in Imperial City and wrapped a rubber band around the analog stick so he’d constantly walk into the corner. I left for an hour or so to get lunch and run some errands and when I came home, my Sneak skill was pretty much where I wanted it. Now that is some compelling and immersive gameplay right there! /snark

The World

I’ll start with “the world” in the larger scheme of things, and what most of us probably think about when someone says that anyway. I am reminded of the recent 40-minute dev video for Big Huge Games 38 Studios (sorry, I can never resist doing that) upcoming RPG, Kingdom of Amalur: Reckoning where the developers said “open world” means different things to different people. In Oblivion, “open world” means there are no “zones” to load in and out of and seems to have the overall philosophy that “if you can see it, you can (most likely) go there.” In and of itself, it’s great to just “be” in an RPG world, see something off in the distance and say “hey, I wonder what’s there?” and lo and behold, you can go find out! My primary problem with the game is a near-total lack of diversity. Nearly all of Cyrodiil looks identical, covered in the same grass with the same trees, same rocks, same forts and ruins (re-use of limited assets is very noticeable here), and so forth. The two notable exceptions are Bruma, to the north near Skyrim, which is more bleak with some spotty, dirty snow on the ground, and there’s no mistaking Imperial City for any other town in the game. Otherwise, if I was blindfolded and someone loaded up a random area or town in Oblivion, I’d be extremely hard-pressed to open my eyes and know where I was. To accompany the visual lack of diversity, the audio is also lacking. Now, I love me some Jeremy Soule and what little music I did hear in Oblivion was good (though I’d consider it on the weaker end of his compositions) but there was so very little music. It seemed there was only one track that played in the world (there may have been two, but if so they sounded too similar), one for towns, one for dungeons, one for in-combat state. If there were more, the tracks certainly weren’t varied enough for me to notice and remember them. I love a lot of video game music, especially in RPGs, but if all I hear for hours and hours are the same few tracks, well, that’s why people eventually turn the music off and listen to their own choice of music instead.

I still haven’t quite decided if I would say that exploration is “rewarded” in Oblivion. There are a lot of POIs to discover on the map. While roaming the wilderness any POI within a certain distance will have an icon on your compass HUD so it’s easy to look at the map and notice you haven’t been there yet, and set off to discover that location. But the only reward is the text notification that “You discovered [insert POI here]” which is certainly a “micro-woot!” stimulus but that’s it, really. I think there are over a hundred dungeons in the game, but very few of them have a “point” within the game (ie. for the story, for side quests, or for my character) other than to loot stuff for gold or grind your skills to level. Indeed, I found the main use for discovering POIs was simply to have fast-travel points when I’d get a story quest so I wouldn’t have as far to run. Having said that, a fair number of those dungeons had quite intricate layouts so it was rewarding in a way to figure out how to progress through them; ie. how do I open this gate, what triggers this trap and can I disarm it, how do I get to a certain area, and so on.

What I did like is that dungeons don’t reset, per se. The monsters don’t just respawn. If I clear a dungeon (or not, even) then over time as the dungeon is not seeing use from us pesky adventurers (excuse me, pesky adventurer since there’s no co-op) monsters will gradually start moving back in.

Speaking of dungeons, they are way too dark. I had to maximize the brightness setting and even then had to use some form of light in the dungeons to see where I was going most of the time. My character was a khajiit so he had the racial Eye of Night ability but believe me, it got old real fast running through blue dungeon after blue dungeon. Of course, had I not been playing a stealthy character, I could have just used a torch or Starlight spell so that I could appreciate the natural look and feel to the dungeons at the cost of every monster charging me immediately. The dungeon crawler in me loves these things and I want to experience them as the designers built them, not coated in hues of blue. There should be some sort of middle ground where it can be dark but not so dark that I have to crank the brightness, close the curtains and turn off all the lights to play and then still end up having to use some sort of light or night-vision ability. There’s “immersion” and there’s “inconvenient pain in the ass.”

Finally, most non-guard and non-monster NPCs have their own little lives. No static MMO pez dispenser statue NPCs here, no sir! Many have their daily schedules such as from 8am to noon, she visits the chapel, then from noon to 2pm she’s at the local Inn for lunch, but not on this day of the week, and so on. Oblivion is also a “no punctuation marks over quest NPCs” game so that could be a nightmare without the POI pointer on your compass, but purely for the sake of “immersion” or attempting to create a “living” virtual world, I simply love this feature!

My last real beef with the game is that you end up becoming the “guild master” for every guild in the game. The Dark Brotherhood (assassins), Fighter’s Guild, Mages’ Guild, Thieves’ Guild plus the Imperial City Arena, too. That makes absolutely zero sense to me, but neither does being a “master adventurer” and a “master craftsman” in MMOs. However, since sadly my experience in Oblivion was weighed by more negative experiences than positives, I was in a purely Achievement Hunter mindset just to get it over with, complete 100% of the achievements and move on with life, so in that single context I was glad I was able to do them all in a single play-through. Unfortunate, but there it is.

Originally, I had planned to jump into Fallout 3 (which I last played in May, 2009) and start that over (ugh) to finish it before Skyrim but after Oblivion for a month or so, I think I just need a break from Bethesda instead so I’ll be fresh for Skyrim in November.

Oblivion: What’s the Big Deal?

I bought The Elder Scrolls IV: Oblivion last year because everyone raves about how great it is, or was. I didn’t think very highly of Fallout 3, which I still haven’t bothered to finish, and which is in some ways Oblivion 2.0, but got the game anyway in hopes that these two highly-rated Bethesda RPGs would finally "click" for me.

No luck yet, but I am slowly plodding forward inch by inch to finish the game. Mostly out of spite at this point, and to get all 1250 Gamerscore for it (I have the Game of the Year edition which includes the Shivering Isles expansion) so I can trade it and move on with life.

Oblivion starts you off escaping from a dungeon cell, meeting the Emperor (voiced by Sir Patrick Stewart) who dies shortly thereafter and you finally exit the dungeon into the world with the urgent mission to find the Emperor’s heir. Only, it turns out, the mission isn’t all that urgent after all because Oblivion is such an open-world game, it really doesn’t matter when, or if, you bother to do anything. In fact, it would prefer you didn’t, because there are Guilds to join, Arenas to fight in, and all manner of individual NPC who’d like you to do favors for them. I could almost submit that Oblivion is a single-player MMO in that "story" is very sparse and as an "adventurer" all you really do is act as a mercenary doing odd jobs for the NPC’s and/or find caves to "grind" for loot, usually with no real reason to be there other than that.

My initial reaction last year once entering the world is that everything looks the same, which diminishes my feeling of exploration. Since then, I have encountered a few areas that are different in appearance (snow-covered with constant snow weather effects, etc.) but otherwise I’ve traveled to every town on the map and my initial impression seems to hold true. With precious few exceptions, once you exit that first dungeon to begin your adventures, you’ve just seen everything the world has to offer.

Someone on Twitter last week described Oblivion as an "open world exploration RPG" and I’d be inclined to agree with that assessment, only it’s not quite the type of exploration I care for. Since so far, most of the world looks identical there is very little feel that any area is different from another. That limits the "exploration" to simply wandering the world waiting for "You discovered [insert POI here]!" to appear on the screen and a POI icon will appear permanently on your map. That’s enjoyable in its own small, shallow sense but there’s precious little else to "discover" that I’ve come across so far. Worse, it seems an awful lot of "exploration" is the type I don’t like: examining every pixel of the room or area I’m in to see what objects are there and whether they have enough value for me to bother taking them to sell. The only other "exploration" is speaking to every NPC you find to see if they have something for you to do or not. I’m not crazy about MMO Quest Dispensers who stand still 24/7 with glowing punctuation marks over their heads. But even worse is the very old-school CRPG method of being forced to speak to every NPC, not to mention having to waltz into everyone’s home as if you owned the place, to "discover" any "content" the game might have.

The quests themselves, for the most part, are standard fare you’d get in a fantasy RPG or MMO. Go kill someone; go talk to someone; go retrieve and/or deliver an item. Each quest has its own little backstory relating to the NPC delivering it and perhaps with the history or politics of the town or region. You know, the type of stuff you skip over to click the ‘OK’ button if it were an MMO. But since you’re forced to stare at the bobble-head people and listen to the voiceovers, it makes the presentation far superior to a simple quest text in an MMO. Technically, you can skip forward one statement at a time in the voiceovers, and I regularly do so if I already get the gist of the conversation. Nothing about the game has yet made me care enough about my character, the "main story" or the world, so I certainly don’t give a rat’s ass about some random bobble-head’s story. If the voiceover and story is interesting enough, I’ll watch and listen to the bobble-head, otherwise it’s "get to the point already" just like an MMO would be. This is something Star Wars: The Old Republic will have to contend with, as well, but that’s another story for another time.

During character creation, your choices determine your primary skills rather than simply selecting a "class" like you would in an MMO. The problem I’m seeing so far is that all the various skillsets are defined in a strict "fighter, thief, mage" system and you’ll need all three to continue through the game. What you end up with is despite the illusion of all the choices of how to create and play your character, every character is still a "fighter, thief, mage." It doesn’t matter if I play a goody-two-shoes or an "evil" character who sneaks around stealing and assassinating people. The quests can only be played out to a singular resolution so we never have any choices to make, therefore there’s really no "role playing" within the game itself, only to ourselves in the sense of "I’m playing a sneaky thief" or "I’m playing an archmage who throws fire and lightning." That’s a problem I’ve always had with so-called "sandbox" games and players raving about the ability to "tell their own story." I suppose it’s just my own particular perspective or definitions, but I don’t consider "this is how I killed the dude to finish the quest" to be anywhere near the league of "this is my character’s story."

The leveling also bothers me, but possibly not in the same sense it seems to bother many others. I’m not a fan of vertical levels in (massively-) multi-player RPG’s but in single-player RPG’s it doesn’t matter. Oblivion scales as you level, which I approve of in concept if not in execution. The "problem" with Oblivion’s particular leveling system is that I never have any incentive to actually bother leveling. At level 2 I reached Grand Champion rank in Imperial City’s fighting arena. I was the most fearsome fighter in the world and could easily thrash multiples of the worst opponents they sent at me. At level 2. Currently, I’ve done many a quest for many an NPC and have nearly topped out with the Mage’s Guild, getting busy with the Fighter’s Guild and just joined the Thieves’ Guild. I’m only level 7. I could easily finish the game without reaching level 8 unless it’s purely by accident, simply from incidentally raising enough skills to level. In fact, other than leveling would allow me to increase my Strength so I could carry more than two or three decent items to sell, or to increase my Magicka to cast some of the cool-sounding spells, I really have zero incentive to go out and level more because leveling in Oblivion is mindless grinding of skills, and that is not why I play RPGs. The loot also scales with level, so I’ll never see any cool gear unless I level, either, but again if the only way to ever see "cool stuff" is to "waste time" grinding, I guess I’ll just have to do without that cool stuff. I read people post of their high level characters and just boggle at how or why they bothered to get that high (level 20+) considering all the time you have to spend (unless you "macro" your skills… another pet peeve) doing it.

All in all, as I said early on, I am continuing Oblivion simply out of spite and to get all the achievements. But I feel that as an RPG it’s an exceptionally poor one. As an "open world exploration game" it’s great if one happens to enjoy the (in my opinion) limited means of exploration the game offers.

After completing all the Guilds, I will finish up the main story then Shivering Isles. I’m interested to see if my opinion changes once I’m doing full-on story content. But for now, while just grinding enough quests to have something to do while raising skills, I have to wonder why Oblivion is such a big deal to so many RPGers…

Pricing Psychology

[Note: I started this post last week. Reading it today, it seems a bit "train of thought" and perhaps rambles a bit; I'm not sure if it even gets to the point I set out to make. But I'm posting it anyway.]

It’s no secret that I’ve become a fan of, shall we say, alternate pricing arrangements for my entertainment. MMOs in particular, I find more and more difficult to justify a $15 monthly subscription simply on the basis that I know I won’t “get my money’s worth” out of any particular MMO in any given month. I’m in the travel industry, therefore I’m only home a couple days a week. Totaled, I am away from home roughly 8 months of the year.

The unfortunately-named “Free To Play” or F2P model is attractive to me at this point in time because, in theory, in allows me to play at my own pace and toss the devs a few bucks here and when I see fit if I decide their product is worthy of my dollars. I say “in theory” because we’re all-too-familiar with years of F2P systems that either routinely gate content behind a mandatory pay wall, or gouge players for mandatory consumables.

Guild Wars is my favorite model, and one which in another sense is similar to my experience on Xbox Live: buy the software once, play forever at no additional charge, and buy DLC for continued adventures. I am very interested to see how often Arena.net issues content updates for Guild Wars 2 which will also be using this model.

SiriusXM ran a promotion recently where they gave everyone two weeks of free satellite radio, along with a promotion to signup for $25 for 5 months, equating to $5/month compared to the normal $13/month. As I just mentioned above, I’m not home enough to justify $13/month for radio, no matter how many stations they offer. The longest I’m in my car is driving to and from the airport, twice a week, 30 minutes each. Otherwise nearly everything I need is within 10 minutes of my home. But for $5/month? That’s the cost of a Frappucino at Starbucks, so I can justify that to have a few months of new radio stations I couldn’t otherwise experience.

Bringing that back to MMOs, at this point in my life with not only limited time for gaming but so many gaming choices, both within and outside of the MMO genre, I feel developers or publishers need to continue their pricing experiments, perhaps offering a time-limited access for a substantially lower fee if they insist on subscriptions. I could foresee spending $5 to $7 (which is what a streaming-only Netflix subscription costs) per month for say, a block of 50 hours per month tops?

I look at everyone on Twitter playing RIFT and I can tell just from the scenery graphics I would enjoy the game (or at least the scenery) for awhile, but at the end of the day, it’s just another “level up, gear up” game that has and/or will have all the same problems every other vertical-progression MMO has. I may not have played RIFT‘s sub-systems but, to paraphrase Bartle, I’ve already played RIFT countless times and can’t justify $15/month on it when I consider the other MMO’s I’m already invested in plus all the other games I play in my limited time.

A lot of this falls in line not only with my limited gaming time but also the notion that the subscription is a “game as a service” which is where the unconscious “need” to get your money’s worth comes in. Currently, I don’t have any MMO subscriptions. I casually play three MMO’s — Lord of the Rings Online, Star Trek Online, and Champions Online — all of which I have Lifetime Memberships for. Aside from the convenience of never having to update my account page doing the Re-sub/Un-sub dance, lifetime memberships allow me to change my outlook from “game as a service” back to the normal “game as a product” that I grew up with and continue to experience with non-MMO games. I can pick up or walk away from any of those three at any time, never having to concern myself with my account status, never worrying about getting value out of a single month. Are they a gamble? Certainly! One has to look no further than Hellgate: London to see how short a game’s lifetime can be. But I figure $200 is roughly equal to four full-price games for my Xbox 360, which would be $240 (plus taxes or shipping) or six PC games at the $50 that seems to be the average these days. I currently have a stack of 58 games for my 360, only a few of which are “finished,” and my Steam library shows 26 games installed. Add to that all the MMOs I’ve bought, the non-Steam PC games at home, and so forth. Even though a good chunk of those were pre-owned from Gamestop or purchased during a Steam sale, that’s still a large chunk of money set aside just for my gaming hobby. So when I look at the total gaming library I’ve already invested in, $200 doesn’t seem like that much of a worry anymore. The two Cryptic games are pretty much the only chance I have to play alongside certain people like Blue KaeMMO Gamer Chick and a few others, so I can easily place the “reward” of that over the “risk” of the lifetime membership as part of my own justification process.

Similarly, I bought Call of Duty: Black Ops and both it’s map packs ($60 for the disc plus $15 for each map pack) strictly so I could play online with Aaron and Oakstout (even Genda jumped in twice as a bonus). I’m not sure if I’ve ever ranted here on PI.net about my utter frustration with Call of Duty games, though both Aaron and Oakstout are well-versed with my oft-profane-laden outbursts of vitriol towards the multi-player game. During my worst tirades, Oak usually breaks out into giggles and I have a suspicion Aaron mutes me momentarily if I enter territory that offends his Catholic upbringing. I’ve had a neighbor knock and ask if things were OK, so yeah, to say Call of Duty pisses me off is an understatement, but it’s also a testament to what I’m willing to put up with for the sake of having fun with online friends. I don’t necessarily approve of the steep price of the map packs, but in a sense the model itself falls in line with Guild Wars where I buy the game and play for free, then buy DLC on top of that to continue support. (Don’t even get me started on Call of Duty: Elite, however…) The only difference being that Call of Duty is a “game as a product” and will be replaced in twelve months with the next annual edition of the franchise as opposed to the continuing growth of something of the scale of Guild Wars 2.

Back in the pre-internet days of GEnie we had to pay hourly for the service itself then an additional hourly fee to play online games like Air Warrior or Islands of Kesmai. That adds up way faster than any F2P game that I have deigned to play, believe me. I don’t want to go back to those days, but I also feel that for myself and others who participate in the myriad gaming choices available, subscriptions just don’t cut the mustard any longer. I don’t want to feel psychologically “locked into” one game to the near-exclusion of others because of the full-price subscription.

Funny thing is, and perhaps this is a whole other aspect of psychology, even a few years ago I was all about the subscription games even as more viable choices began to appear, diluting my overall gaming value or perhaps making me spend more on multiple subscriptions. Money was tighter then, too. Now that I’m in a better financial position where I can easily pay for essentially three Frappucinos per month (roughly the same as an MMO subscription) I am more loathe to do so knowing I won’t get the same value from it as I did back in the earlier days where I had to consider the finances, but also had more time to devote to my one (or precious few) choice(s).

 

Digital Foundry Does L.A. Noire

Another post I meant to get up last week…

I embedded Digital Foundry’s World in Motion timeplapse of Red Dead Redemption last August in my post on immersion and linked to to the actual article describing the tech used in both the timelapse and the game.

Now, Digital Foundry has turned their recording systems to Team Bondi and Rockstar’s latest masterpiece to present L.A. Noire: World in Motion, again with full details on the game itself, the tech used in L.A. Noire compared to Red Dead Redemption and Grand Theft Auto IV, and also details on how they went about doing the recording.

As they say in the article, even though Team Bondi (intentionally?) limited the weather and NPC interactions, L.A. Noire is perhaps the best example yet of constructing an organic virtual environment.

Here’s the YouTube embed, but if these tech videos really interest you, may I recommend watching their 720p version on the Digital Foundry?

DUST 514 Countdown

Meant to post this a couple days ago but, work ya know?

Anyway, remember CCP’s DUST 514? Their console shooter that is supposed to tie-in with EVE?

The DUST 514 site is currently counting down to E3 so I guess it’s safe to assume CCP finally has some type of announcement for the game this year. A launch date would be nice… though I am still extremely skeptical of CCP’s chances of success in the pewpew-infested seas of the Call of Duty, Battlefield, or Halo series.

The latest DUST 514 rumor is that it may potentially be a PS3 exclusive, according to a Kotaku article. With PSN being a far more open network than XBL, I can unfortunately see this coming true since no one has yet managed to get Microsoft to agree on any type of pricing agreement. On the other hand, unlike PS3′s DC Universe Online, DUST 514 was never going to be subscription-based anyway, so special pricing agreements with Microsoft may be a moot point for this title. Guess we’ll find out in a couple days.

Fake It ‘Til Ya Make It

Undead Labs is at it again, this time with a blog post from designer James Phinney entitled There’s Just No Way To Fake It. Good stuff there, very good stuff.

Phinney’s post is just as ambitious Foge’s blog last week, arguably even more so, but without all the controversy.

Phinney runs the gamut of the attractions of MMOs and why people spend so much time with them and then, like the rest of us jaded players, complains about the static nature of the majority of so many so-called “persistent worlds” and how Undead Labs is going to buck that trend. There’s a lot of great material in the post, so go read it all, but I’ll steal this paragraph which sums up Phinney’s hopes:

We believe a persistent world should be living, dynamic, and evolving. We believe your decisions should affect the state of the world and the state of the world should matter to you. We believe you should get to be the hero; not because you were able grind your way to some artificial achievement that everyone else will eventually grind for too, but instead because you achieved something unique and heroic — something that people actually care about because it has an impact on the world.

This is immediately attractive to me because this is a big part of why I’ve been dreaming (and still am) about massively multi-player games for so long. Dynamic and meaningful virtual worlds that make true persistence worthwhile. Players can have an impact upon the world rather than everyone in a conga line along the exact same gear treadmill. For me, Phinney’s statement brings back memories of Star Wars Galaxies and wishes for what it could have been. Others may think of Ultima Online or EVE, maybe even Darkfall. Buzzwords like “dynamic,” “impact,” and “meaningful” tend to appeal to the so-called “sandbox” crowd, and I’ll admit upon my first (few) readings, that’s how I envisioned Undead Labs’ game, too, despite still expecting them to deliver a marriage between Dead Rising 2 and Red Dead Redemption.

But I no longer necessarily think Undead Labs is necessarily building a sandbox zombie survival MMO for consoles. I had an epiphany and a few minutes’ research to back it up. Follow along…

Astute readers who are into such things may know James Phinney from his Blizzard years where he worked on Diablo and Warcraft II before promoted to lead designer and producer for Starcraft. At Arenanet, Phinney was lead designer for Guild Wars and — pay attention to this part — lead designer for Guild Wars 2 until July, 2009 when Eric Flannum took over that position. He left Arenanet in August, 2010 to join Undead Labs.

Last week, Richard Foge mentioned his portfolio included Road Rash 64, Kinectica, God of War, SOCOM and — somehow I missed this last one — Guild Wars! That’s right, Foge also did some work at Arenanet along with many of the team who formed and comprise Undead Labs.

What has Arenanet been hyping about Guild Wars 2? Dynamic Events!

By building a world where you see and hear the experiences, Guild Wars 2 will evolve the MMORPG genre by making a game world that feels truly alive. The core of this evolution is our event system, which allows the world to dynamically change based on actions and decisions made by the players. A single player decision can cascade across a zone, changing the direction of a chain of events until they dramatically alter the content played by players in a map.

Sound a little similar to what Phinney is saying in his blog today? All the buzzwords, and then some, are there. Dynamic. Evolve. Change based on actions and decisions; ie. player impact on the world.

Now add to the mix current Arenanet President Mike O’Brien’s comment on August 11 when he announced Phinney’s departure:

James Phinney is a great designer and deserves a game to call his own again, so I wasn’t surprised when he told me he’d be joining Jeff Strain’s new company to lead the design effort there.
Joining him there will be Richard Foge, another friend and designer who worked with James while heading up the design of a prototyping effort here, and Scott Albaugh and Doug Williams, two of the artists on that effort. [Emphasis mine]

Now, I am likely grasping at straws, reading between the lines, or whatever else but bottom line is both Foge and Phinney were key designers on Guild Wars 2 until two months ago. They know how the Dynamic Events system works. They know how to replicate it within the context of their zombie survival MMO. Another of Guild Wars 2′s features (or at least Arenanet’s stated goal) is its responsiveness, allowing fast action, which what Foge was talking about last week. Turns out the two of them were prototyping something just before leaving, which may or may not have implications towards their departure for Undead Labs where they could bring their prototype into realization.

Until Undead Labs starts releasing actual information of how their game will work, my new expectation is still a melding of Dead Rising 2 and Red Dead Redemption: Undead Nightmare (with certain aspects of the Left 4 Dead series thrown in for good measure) and now with its own version of Guild Wars 2′s Dynamic Events. Not entirely a “sandbox” per se, but something that is both similar to past efforts while also standing separate from the level+gear crowd.

CODBLOPS Glitches

What an acronym, eh? CODBLOPS. Sounds like something disgusting and vaguely fishy.

Anyway, it’s the “cool” (?) acronym for Treyarch’s new shooter, Call of Duty: Black Ops which released yesterday for all platforms.

The PC version has been plagued with “lag” (not the latency kind) that seems to stem from a glitch (?) in Steamworks overloading multi-core CPUs. I’ve read that setting it to single core will correct the situation until it’s fixed but I don’t really play FPS on PC anymore to know if that is accurate.

On Xbox LIVE there have been a few allegations of glitches, some legitimate and some not.

Treyarch’s Community Manager weighed in on the CODBLOPS forums with a few choice words:

Some are people using old dashboards or old versions of the game. Others are claiming victory on old dev builds that don’t even connect to the version of Xbox Live that you use. Others are reproducible issues that we will hotfix or patch just like we said we would. In essence, we likely know more about it than you do from watching a video on Vimeo or YouTube. What many of these people want is to be Internet nerd famous. I’m not going to make them famous and you shouldn’t either. Internet hysteria from normal people is exactly what they want and that’s how many people reacted today. You gave them exactly what they want.

I’ve gone out of my way using my own limited, personal time to try and get to know about 8000 (and growing) as best I can. The last thing I want is for you to think that because I don’t talk about it … that we don’t know or care about it. We didn’t spend 2 years of our lives to toss it all in the trash in one day.

I thank all of you who sent in polite, constructive messages without the hysterics. So here is my one and only public statement about it.

I’m not going to talk about it publicly. We are disinterested in making mini-celebrities out of douche-bags. You better think twice before you glitch. You never know who in your game doesn’t like glitchers who reports you and saves the game in their File Share and tells us about it.

If a Community Manager for an MMORPG called glitchers “douche-bags” the community at large would be up in arms for such language. Maybe it’s “ok” since CODBLOPS is a shooter and people just expect smack-talk, even from the studio? Regardless, I think it’s great that this CM fearlessly let his feelings show, even if there ends up being some type of backlash. We have way too much “political correct-ness” these days and sometimes a little in-your-face language and emotion goes a long way towards getting the point across.