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Showing posts with label Cyanide Studio. Show all posts
Showing posts with label Cyanide Studio. Show all posts

Sunday, 26 February 2023

Bloodbowl and the futility of longevity

 Greed for the greed god.

Blood Bowl always existed as the dreamer's answer to the dominance of Madden American Football games. Just as the Madden supremacy had stretched it's tendrils over every single club across the continent of North America, ensuring no other pretender could create their own simulation Football competitor; Warhammer was turning to one of it's most odd offshoots with a different approach to the sport entirely in order to satiate Football Fantasy Nerds. Blood bowl was an utterly bizarre mash-up of the various fantastical and mythical creatures and beasts from the Warhammer mythos, that were thrown together in a bloodsport-esque reimaging of American Football which has somehow been made turn-based with a threat of maiming and death slipped in there for good measure. When it came to turning that into a video game, what we got was a surprisingly fun little title that might have been slept on a little, but drew in the curious enough to keep going as a franchise.

As a fellow with absolutely no interest in American Football, I found the original Blood bowl game to be simply delightful in the way it remixed all the boring elements of the real-life sport and threw in an inherent level of carnage and drama through it's more thematically appropriate systems. "Oh no, this player is already on the back foot: if he rolls full failures again there's a chance he'll end up dead!" It's quite a bit more interesting than the set-up of 'plays' and 'lay-ups' or whatever. Whatsmore, there's a big reliance on the luck of the roll, which can be ever changing and interesting to rely upon as any tabletop lover will happily attest. And my interest was no outlier, as Blood Bowl, after many years doing the cult circuit, finally got itself an up-to-date sequel with Blood Bowl 2. (It only took the six years to get around to it.)

But there's always a problem with Sports games that get their sequels, now isn't there? Because you see, a sequel inherently, as a fundamental example of what a 'sequel' even is, requires the developer to improve upon pretty much every aspect of the original. But what can you really do to improve upon a sports game that captures all the rules and intricacies of the subject? Traditional sports games figured they could just 'sunset' older quality of life features and reintroduce them slowly alongside an agonisingly drawn out visual upgrade progress to justify their 'one new game per season' policy, but Blood Bowl is inherently atypical in it's approach. It's visually stylised, pretty much covers every important rule and sub-rule already and there's very little fundamentally to change beyond just making everything look a bit better. Blood Bowl has had some rules changes through the years, so the games do have the benefit of the ever-changing source material to lean on for ideas; but the generalised route for technical improvements has never been obvious.

That, by and large, is the folly of longevity; because just as nothing is supposed to last forever, little can sustain itself creatively for long. Creativity is just like the wick of candle, burning brightly and shrinking quickly, and once the fuel is gone that flame is snuffed out. In fact, that very example is the thematic heart behind the Dark Souls series, with all the spacial distortion of Dark Souls 3 itself being emblematic of the consequence of drawing out the life of the First Flame for generations too long. Cohesion begins to wear, sense starts to shatter, the strings that held that once beautiful thing together wither and snap and the dream can't stay as one whole forever. Every creative venture needs to be embarked on with a distinct sense of it's morality, because drawing out the inevitable for too long is a disservice to the art itself as well as it's audience. (Hmm? They just made a new 'Luther' movie? I rest my case...)

So if you've been keeping up with the news of recent releases then there's a good chance you know where I'm going with this: it turns out that Blood Bowl 2 was the end of the proverbial road. The point at which ingenuity powered creativity ran itself short and the team reached the zenith of what they could create with their idea. Now the funny thing about that point is you'd think that from there onwards the simple task of maintaining what existed before and doing basic touch-ups here and there for the next release would be child's play. But I guess everyone needs to justify their jobs and exsistence, because to a man, everytime a franchise hits that wall, the next entry turns into a total mess because the team decided to try and reinvent the wheel with match-sticks or something equally as stupid. Stubborn creatives' 'pride', it'll get you everytime!

Blood Bowl 3 is buggy, it's undercooked, it's lacking basic quality of life features such as being able to load back into matches after a disconnect. (A feature considered a milestone coming to the game in it's second season! How exciting!) There's no replay mode or spectator mode- another exciting late game addition. Also, season 1 has the promise of 'optimisation' listed on it's roadmap, which is a bit of a head scratcher. Shouldn't that be something done before the game is released? Oh but don't worry- stick around until Season 3 and you'll get Crossplay... as well as updated rules to match the boardgame. Wait... So Blood Bowl 3 doesn't even have an up-to-date ruleset? Have these people reinvented the game development process or is this game shipping mid-way through the Beta stages? What have the team been working on all these years?

Oh wait, I guess that effort went into Blood Bowl 3's flagship feature: the paid customisation shop. (Groan.) Yes, ontop of your half-baked nearly finished game you can pay extra for individual little customisation pieces for every single individual pawn for about a pound each. New helmet? One pound. New boots? One pound. Oh and there's rarities thrown in there too for some reason. I literally mean 'some reason' because there doesn't appear to be any sort of random loot system so the very concept of rarity makes literally no sense beyond justifying a slight price hike for the 'rarer' customisation pieces. All in all you're looking at probably twice the amount you invested into the game to buy every customisation piece, and those purchased pieces are the only customisation available in the game at launch. Now the team have come out and promised that these cosmetics can be purchased through match earned 'Warpstones' as well, (That's their premium currency) but honestly that just promotes these feature from a horrendously terrible idea to a pathetically under designed one. If you want people to 'earn' their cosmetics, why not build in a challenge system with custom tasks that players can complete for specific customisation rewards? You know, put a little bit of elbow grease into the 'game' part of the 'design' process?

It is stark how hand-in-hand general state games and cashing out to the lowest denominator of monetisation goes. As if the very point at which the decision is made to try and drain the literal blood out of the customer base, all the developers lose the will to motivate themselves anymore and the final product shrivels into a pebble of it's true potential as a result. Maybe that's the industry's way of protecting the consumer through unintentional self-sabotage- or just the very forces of common decency rising up and cursing all of these distasteful development process' for the good of everyone. Still, it's such a shame to watch a relatively niche property with a dedicated, if small, fan-base go the way of the morally bankrupt out of a bizarre surge of greed-blinded ineptitude. It make you wonder if anyone is safe from the avaricious phantom that scourges our community. What will be the next promising title to fall to it's whim? Final Fantasy XVI?

Tuesday, 1 December 2020

Werewolf the Apocalypse Earthblood

I am a Wyrm and not a man

So I inadvertently touch on a few vampire topics on this blog, huh? I mean there's 'Vampire: The Masquerade Bloodlines', pretty sure I've mentioned Vampyr a few times and... I mean I bring up Jojo every now and then...  What I'm trying to establish is that it's high time I gave a little love to their hairy antagonists in the humble Werewolf. Because when we really get down to it, that's the age old question, isn't it? Would you rather be a Vampire or a Werewolf. Similar beings cursed with opposite aversions and a bevy of different rules depending on who you ask, a least with the shaggier brethren no one's asking you to die first in order to join the club. (Then again, not all vampires are technically undead; Dio did famously choose to reject his humanity, remember... and then he was shot several times... but by that point he was technically already a vampire... does that count as undeath?)  It's hard to rightly say, however given that we have two video games coming out that settle on either side of the conflict, perhaps there's a gaming solution somewhere to the age old debate.

Announced earlier this year during what I guess we're just calling 'announcement season' now, a little title called 'Werewolf: The Apocalypse- Earthblood', and as far as naming conventions go they are certainly on their way to giving VTMB a run for it's money. As it just so happens, this here is yet another video game adaptation of an old school RPG that proposes an alternate earth filled to the brim with mythical creatures and monsters who live in secret beside humanity. (It's almost like this game and VTMB went to the same highschool.) The difference comes in that... well there is no difference, this is actually technically another part of the World of Darkness and I have spent the last 30 minutes trying to make sense of that. (FYI; I do not recommend trying to speed-read 20 years of RPG storytelling history) But to woefully oversimply things to a near insulting degree; this is essentially a game covering what's happening in the wider gothic-punk world whilst the LA vampires are busy getting all prissy about 'The Camarilla' and 'The Masquerade', whilst single-handily besmirching the very art of dance in their bloodbanks/nightclubs.

Ever since VTMB, I've found myself vaguely drawn to this world for it's 'one size fits all' approach to horror. They don't just stick vampires in The World of Darkness, no you've got Werewolves, Mummies, Wraiths, Fallen Angels (apparently), and Changelings. (Whatever the heck that is.) Pretty much if you've ever had a childhood fantasy about a mythical creature, these guys have come along and shoved them into an dark, weird role-playing game for you. Thus it makes sense that Werewolf the Apocalypse caught my eye before I even knew it was part of this universe, there's just a universal style to these stories that I gravitate to apparently. (Maybe it's the overly long names... That would certainly explain it.) Plus this game is being made by Cyanide Studio and I already have my eye on them whilst they develop 'Blood Bowl 3', so I was gonna end up looking at this Werewolf game eventually.

Curiously enough there's not a great deal of gameplay out for this title just yet, so all we have to go on for the moment is a pretty stylish CG and a minute of very fast action, so I'm going to focus on the minute. This action adventure fighting title looks to be taking an almost beat-em vibe to the action, or at least that's what I'm seeing from the werewolf (or 'Crinos') form; but the game promises a variety in that there's also the intractability promised as a human and stealth as just a normal wolf; that's right, we're looking at three different forms to make up the gameplay. I can only imagine that this isn't as 'pick your poison' as it sounds, but if it is and you can switch things up to fit the situation, this might be a pretty cool gameplay system. (I always find that the challenges presented by giving players a choice of approach usually encourages some of the best in level design)

All these powers are available to the protagonist as a 'Garou' named Cahal who is apparently perturbed by the impending end of the world. (Hence the subtitle 'Apocalypse'.) From the gameplay trailer we've seen they seem to imply that this is a FFVII situation where unchecked consumption is sending the world spiralling into an abyss, but if I've speed-read the synopsis of the series' correctly then this is a much more biblical 'apocalypse' we're talking about. Also, it's something of an inevitability so I guess the game is being upfront when it tells us that Cahal is about to 'rage' over the situation rather than actively work to do something about it. (Also, this really reflects badly on those lazy asses over in VTMB. Do they even realise the world is ending or are they busy arguing about the quality of bloodlines and who's 'following the rules' correctly? Huh? They're dealing with an entirely separate impending apocalypse of their own? Rough luck for these World of Darkness guys, huh?)

I do get a very 'mother nature strikes back' out of this whole trailer, with the exception being that mother nature, in this instance, is about 8 feet tall and consumes flesh for a hobby. Although beyond the 'striking back at man' angle of the previews I am very interested by some of the more supernatural elements, because the brief glimpses we've seen so far look pretty interesting; as in interesting beyond what you'd expect out of your prototypical 'world of supernatural' affair. The cinematic trailer had all these strange fleshy growths that twisted around the human form and a creature that we spot for a split second of the action trailer looks positively like something out of a body horror. Of course, I don't think this will be the sort of game that'll have a particularly spooky vibe to it, but just plain gross out is fine by me in all honesty.


As someone who is a late comer to all this World of Darkness thing I find myself fascinated with the whole world and the way it plays out in the table top as well as gaming. But if there's one thing which confuses me, it's the way that ever single action game out of this story seems to play into the 'end of the world' storyline, I mean surely there are more aspects of the World of Darkness to delve into. As I understand it, the world as been officially 'ending' since about 2004, with a lot of videogames since have been delving into different signs of the 'end times' on the vampires end and for the Garou too. VTMB dealt with the impending awakening of an Antediluvian (Which is a sign of the endtimes) VTMB 2 will put players in the shoes of a Thinblood (who's overpopulation is another sign of the endtimes) and 'Werewolf The Apocalypse Earthblood' literal spouts about it's damnation in the trailer, who knows how that'll end up manifesting throughout the game? (And I forgive them for putting 'apocalypse' in the title, as that is from the source material, afterall)

But at the end of the day that's all just nitpicking, I really want to see what the Werewolves in this world are up to and am excited to see the World of Darkness come into the world of gaming more and more. D&D may be making it's slow return to the world of gaming but this is the role playing franchise that has me interested. (I just love alternate history Earth stuff, it gets me all conspiratorial!) As long as Earthblood can let me tear off some faces and be sneaky in the same package, then it's exactly what I'm looking for and ain't nobody that can tell me otherwise.