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Tuesday, 19 July 2022

"Last of us Remake isn't cash grab" says the cash grabbers

 Do I detect a conflict of interests?

Hardly a week ago the Last of Us Part 1 Remake went gold which means that we can all sit back and enjoy the fruits of what so far looks to be one of the most pointless remakes of recent memory. A touch-up of a game that is hardly a decade old looking only slightly more worked on than the Dishonoured Remaster, and sporting a shiny spanking new price tag in order to suck some fresh schmeckles out of an audience of fans who really don't need to be nickle and dimed right now, of all times. Oh but hark! Old lady Naughty Dog has crawled off her porch to shout obscenities our way for the crime of looking upon the fresh cane mark on our cheeks and questioning whether or not it's fair. "Don't call this a cash grab, I'll take no such insolence from you" she spits, chewing on her gums and something sticky and black between them. "You'll open up and swallow your Remast-, I mean Remake, and you'll like it! After you've handed over your credit card details, of course. These expensive projects that no one asked us to embark on won't pay off themselves, you know? Oh and don't forget the digits on the back, I might need to fleece you for the next Remake our the boys are cooking up."

Now yadda yadda, you're going to want to defend something you're working on, yadda. But have some humility while you're at it, eh? A developer, not the lead but a mind from the process, declared how this game couldn't be a cash grab because of the care they're putting into the project. Which, in all fairness, is a definite boon. As much as I poke, I'll bet there's some increadibly impressive work being done on the Remake in order to make it accurately represents the original in new shiny glory; but good lord if that doesn't totally miss the point of why people are incensed I don't know what does. I wasn't concerned it was going to be a low effort port, and if this is some kind of strange attempt to equate this situation to the GTA Definitive Edition then let's put the kibosh on that right now. You'll earn no merits by comparing yourself next to an absolute horror-show disaster. Just because that crap is crappier than your crap, it doesn't mean your crap is any less crappy. Savvy?

This game is going to be realised in "The way the developer intended", we are being told. Which means that ol' Neil Druckmann, in between sessions of concentrated fart sniffing, dreamt of the exact game they were currently making only with higher resolution models and ray tracing! Get out of here with that 'George Lucas' bull, will you? The Last of Us Part 1 came out in 2013 and was the belle of the ball in that year and for many years following; there hasn't been so much of a seismic shift in technology that a total remake is going to utterly change the face of the product and shoot it into the vastly improved future. This isn't as much of a revolution as the Demon Souls Remake, honestly. And don't even get me started with Final Fantasy 7 Remake comparisons! That whole "The way they intended" garbage is such 'empty marketing drivel', sheesh... 

Oh, but here's a good actual point I've seen bought up in defence of the Remake. And it's a doozy, listen here: "No one's forcing you to buy this." Ah yes, we're taught to call this one the 'EA defence', in sleazy video game scheme school. But in the context there could be half of a warped point to be made here, because he is right; Neil Druckmann has yet to lose his last grip on reality and go door-to-door forcing his products on people at gunpoint. That is accurate. And in fact it's so liberating to know that I can, at any point, abstain from this Remake and hop along to the original version of Last of Us on Steam and buy it at a reasonable price po- oh wait, I can't? The only way for a PC player to play this game is through this upcoming Remake? No exceptions? So if that's the case... then I guess... if we really put this together... I'm kinda, sorta, maybe, actually, being forced to buy this grossly expensive remake if I want to play the Last of Us... aren't I?
 
Ah but I already know the next argument and it's another doozy. (We're doozing it up today!) This is when the grey matter starts leaking out their ears as defenders rush up to regurgitate the half-digested faeces fed to them buy their marketing heads. "Oh the game is £70 at retail? Um, that's actually to take into account the expenses of game development and catch up with inflation, which the games industry is immune to." Okay so number one; that isn't how finance works you absolute Neanderthal. Secondly, yeah games were £60 since the 90's and before; that's because they were all egregiously overpriced! We've coexisted with the sixty pound price tag so long because it's slowly grown into being equitable, but that by no means implies that games have only been £60 for the past two decades. Or are we to just ignore the rise of DLC, seasons passes, microtransactions and all the other ways that companies have carved off small pieces of their game to sell them for extra's on the side? Like Horizon Forbidden West is doing despite having sold at a £70 premium price point. Are we going to willfully ignore the $15,000 average price to complete a single character in Diablo Immortal within a normal human's lifespan? Because I ain't ready to just ignore all that.

And then there's the real kicker. Games have decided that despite being one of the most profitable industries in entertainment, that they deserve this random price hike right on the cusp of a cost of living crisis. Yeah, this hits hard over here in England and in the United States right now, but the current state of the world means hardly anyone out there isn't struggling to meet their daily living standards without shelling out something extra. And games want to take advantage of people who are having difficulties trying to meet their essentials, and then they turn around and wonder why people are buying less games on average than they were last year. That kind of sounds like scum-sucking self sabotage, or at the least a 'money grab', wouldn't you concur?

So by all means, go ahead and publish your Last of Us Remake and dazzle the world with it's impressive graphics and the like but stay off your soap box to start moralising to the rest of the world how far away from a cash grab this game is. As long as it's price gouging it's customers it's going to be a cash grab in some shape, it just so happens that with the fact this is literally a 10 year old game remade faithfully on a slightly prettier engine, this whole project reeks of being particularly schemey. But I shouldn't worry, people will still flock to pick this up and another big game is going to loose out on a potential purchase as the trend of people buying less games with the rising costs starts to dig into the gaming industries bottom line as they continue to callously believe that the general public have an infinite pool of money for luxury expenses.

What surprises me is this defensive nature of treating discourse like this as an 'us versus them' situation, and it does spur from both sides. But at it's core all we really want is an equitable and fair industry that is beneficial to both sides, because once the pendulum starts to swing one way more than it should, it starts to form cracks which, when untreated, break apart the very fabric of the industry. If you're too immature to recognise that, on either side, then perhaps this is a debate you should really sit out just in case you end up doing more harm than good; because this, and the precedent it will set, is a very hotbutton and consequential issue. I just hope that all the companies around Sony and Square Enix are levelheaded enough to be able to see that. (Although knowing EA; I'm betting their next game will launch at a £75 retail mark-up.)

Monday, 18 July 2022

Red Dead is Dead

Peaceful may he rest

My god, I didn't think they'd do it. At least not all official, like. I always figured that Rockstar would just silently move on from Red Dead without so much as saying a word, but instead they have officially declared their utmost failure to make anything out of RDR's post launch support and have now devoted all spare resources to the recently confirmed Grand Theft Auto Six. (As though we needed confirmation that Grand Theft Auto Six was coming.) So that means no more online content, no single player DLC that some people genuinely believed was coming for some strange reason, (it's like they thought this was a game made by any other modern company ever) and no Undead Nightmare style re-release; which I predicted myself. RDR2 is a game that launched as it was and stubbornly refused to evolve or adapt to the long changed world around her until it was forcibly put out to pasture. Which is... damn, if that isn't a perfect microcosm of the Van Der Linde gang's story, I don't know what is.

Now to be clear, this is not a move from Rockstar to devote all of their resources into GTA 6. That wouldn't do. No, instead they're literally just gutting the RDR Online team because GTA Online can enjoy that same rampant support that they've had since launch. As someone who has played a lot of both GTA Online and Red Dead Online; this is pretty much the sucky-est of all endings. GTA Online, the game which has lived through it's high point and cleanly jumped the shark an eon ago, gets to live on and Red Dead Online; the game which felt like it was just starting to form a vaguely coherent idea of where it wanted to go in life, is abandoned. Heck, we never even got to finish the main storyline which the online mode launched with in order to avenge some dead woman's husband or some such; they seriously couldn't throw a chain of story missions together for us as a going away present? Damn, I think Rockstar might actually hate it's Red Dead fans.

Not that such would be a shock for any fan to learn, what with the way we've been treated by Rockstar. From the beginning it felt like Rockstar simply weren't happy with how we choose to play their game (nerfing their own log-in chain bonus to cut earn rates to ribbons), struggled to figure out new ways to monetise and keep the world fresh with activities (defaulting to selling an add-on pack to an already released job for an extra flat fee) and held no interest in weathering the hard times in order to make it to the smooth plains. (They'd make horrible frontier's men.) Because let's be honest; Rockstar's biggest competitor was really themselves with the massively successful and forever growing GTA Online ecosystem. And that success has blinded them to what it feels like to be a normal developer who has to work to make their systems tick with the audience and who aren't rewarded for everything they do, especially the mistakes. (Oh, to have the capacity to fail upwards!)

And to rub salt into the wound, this failed venture to try and make 'GTA Online 2' out of Red Dead consumed the team so totally that they never even considered a proper revamp re-release of their game like what Rockstar used to do before their infinite money tree reached full maturity. Remember 'Episodes From Liberty City'? How cool was half of that? How about their impromptu but increadibly fun wild west zombie game? What could the creative heads at Rockstar pulled out of their wide-brim hats if they'd allowed themselves to channel those levels of resources and shrewd minds? Another globetrotting success, no doubt! But would it have maximised the 'heavy success for minimal work' model? Mmm... perhaps not. Guess that made the idea long doomed and dead on arrival, huh.

What gets me is the fact that rather obviously, the Rockstar developers totally ran out of ideas when it came to building this online world, despite hardly even starting to lay their first foundations. There was no 'lawmen' mode added the game to counteract the 'bounty hunter' profession, no gang-themed mission threads following any of the fleshed out groups from the main campaign, or even some basic ranch-hand jobs for those that want to be boring. Why not? Aren't as Read Dead 2 fans best known for liking the boring? It just astounds me that it seems Rockstar literally had no plan when it came to working with this mode, despite knowing how much that very problem hindered the early growth of GTA Online. Isn't 'learning from you own mistakes' an increadibly key fundamental tenet of adulthood? Have GTA devs still to learn how to grow up?

Oh and make absolutely no mistake about the way that Rockstar has framed this, almost trying to make it sound like the Red Dead Online infrastructure has reached it's long destined conclusion; this was a failure on the developer's end. Remember, they literally wrote a main narrative of missions that they never got around to concluding, and the only major single-themed update the team ever released was the Moonshinerers expansion. Such an expansion did prove, however, that there was potential in this mode if only the team had the creativity to exploit it. Instead they'll save all of that for the easier to work with Online world of GTA Online. Just throw in some casinos, make a deal with Dr Dre, and call it all a day.

So from here it very much seems that the world is going to have to wait until GTA 6 for the death of GTA Online; providing that Rockstar even remembers what 'risk-taking' is at that point. For all we know they might just bite the bullet and try to run 'GTA Online' and what I can only assume will be 'GTA Online 2' simultaneously so as to not risk losing any active players in the transition. For all the whining that people make about Skyrim being an old game that keeps getting it's rerelase, at least Bethesda let that game shine on it's merits instead of trying to reimagine it so often that the original premise is unrecognisable. You know that the next GTA Online update is about uncovering some super secret criminal conspiracy? Shouldn't we be running the conspiracy? Who are the good guys and bad buys anymore? Or GTA Online just an MMO?

And so until the grand and proud return of Red Dead for Redemption 3; a game in which I can only assume you play as a farmer who's crops grow in real time, GTA's horse riding cousin is good as laid to rest. The technological achievements of Red Dead Redemption 2 will go untested by the team who will instead focus on ol' faithful and the Red Dead community can mourn their abandoned game to a crowd of dead and listless ears. I will not hide how disappointed I am in the lack of drive from one of the most storied developers of the industry, but thus is increasingly standard in an industry ruled by monetisation fetishism. Maybe the next Red Dead Redemption can affix all of us with a money IV to fund the development time and make it worthwhile for Rockstar. Just cut to the chase, ya know?

Sunday, 17 July 2022

Vampyr Review

 We are not dead. We are something else entirely.




It is a bitter pill to swallow, acknowledging that the Vampire RPG game that you founded this very blog speaking about is never going to have it's triumphant sequel.  Like the blood-starved citizens it references, Vampire: The Masquerade Bloodlines 2 seems cursed by the High Wills never to see the light of day, nor catch the shimmering reflection of it's pride, ever. I've never been one to happily and easily swallow my medicine either; my own body rebels at the order, my throat will go so far as to seal itself shut if it has to. So that wound is better not salved, but handily papered over with another Vampire themed Role Playing game so as to disguise the disfiguring so that it may fester and grow gangrenous away from my catching eye. Hurray for unhealthy compartmentalising! Although coming from my thirty-odd hour playthrough of Vampyr, I wonder if maybe I chose the right replacement game. (Swansong is out; I could have easily fed my VTMB thirst through that.)

Instead I ended up with Vampyr, an action-based vampire game set in London in 1918 at the height of the Spanish Flu epidemic. You play as recent Kindred- oops, sorry that's my 'Vampire: The Masquerade' verbiage, still firmly lodged in my frontal cortex, they use the word 'Ekon'- so you play as the recently Ekon-ified doctor Johnathon Ried who is, yes, a specialist in blood transfusion... urgh. (I wish I could say that was a passing wink and a nod; but his work in blood literally becomes central to the entire running narrative and is bought up often enough to the point you have to stop rolling your eyes at it.) Going into this game all I knew about it was that the developers behind the game were DONTNOD Entertainment, which puzzled me at the time of this game's announcement because all I thought I knew of their work was Life is Strange, and my tenuous relationship with that series. It was only after the fact that I looked into their work an realised that DONTNOD made lukewarm and ironically forgettable action platformer game; Remember Me.

Right away I'm happy to report that Vampyr is heaps more memorable than that game, which built itself on the premise of mind manipulation and utterly failed to flesh out anything else interesting about it's identity for the game's entire runtime. For one, Vampyr wins on style points as it boasts a handsome Victorian vampire sporting a suspiciously modern hairstyle. (Seriously; I know that the 1910's were the age of the hair wax pomade, but boasting that alongwith a side fade and a pointed beard? Reid looks like he spends his weekends off from the Pembrooke giving lectures at Blackwall Academy. Which... he totally could have been doing, he's a vampire.) And for two it has a genuinely unique framework for it's gameplay loop which supports the underlying themes of the narrative to the point where I was actually playing as the game wanted me do despite starting my playthrough actively edging towards trying to undermine it.

Vampyr also features a story which exceeded my admittedly meagre expectations to keep me at least remotely invested throughout it's length, which really pulled some weight when the thigh-deep world building started to come up a little short nearer to the back half of this storyline. I know I'm a bit spoilt coming from the expansive river of vampire lore from 'Masquerade', touched by countless dozens of inspired authors over many different projects, but sometimes I feel Vampyr's frail attempts to plant the routes of it's own vampire lore start to either come up disappointingly short or run away in strange angles that I'm not convinced the team ever sought a second opinion on. If you told me that a single writer focused on the world building and ancillary setting whilst the others focused on characters and narrative, I would totally believe you.

At it's face, Vampyr is a story about being made a Vampire rather suddenly and searching for the mysterious figure that sired you. A bare basic narrative for a vampire story which thankfully gets shelved into the 'B-plot' once we start focusing more on the Spanish flu and a wave of barbaric vampiric-offshoots called Skals that are infesting the city, and a slightly confused narrative thread that seems to incidentally equate the two diseases as indistinguishable until the running story thread just shrugs it's shoulders and outright connects the two. And I have to admit; working to discover the fictional mysterious secret source behind a real viral pandemic from the late 1910's is actually pretty interesting. That lens of fiction-based-on-history elevates a lot of what would otherwise be a fairly cookie-cutter narrative into a genuine page turner. (Or controller picker-upper; to transmute that context.)

How this plays out is in a well conceived but clumsily executed gameplay cycle of investigation marred by necessary bouts of action fighter gameplay that never quite feels as good as you want it to. Somewhat fittingly given the specialisation of the development team, I think the investigation portion of this world, as well as the 'web of social interaction system' which underlies it, is inspired and actually pretty strong. And the combat is a 'Witcher 3-like' dodge and stab affair that feels a bit heavy and fiddle-some when you pick it up, settles into 'serviceable' as you get used to it, and shrivels into a tedious annoyance as the enemies become more varied and resourceful and the repertoire at your disposal stays mostly static. For a combat system to play the exact same way at hour 3 that it does in hour 30 is perfectly fine if you've got a great system, but when it's only okay- that becomes one of the flagship reasons why I don't think I can bring myself to pick up this game ever again for a replay.

The extent of the issue is really this. When you're not socialising, investigating, or playing doctor, you're attempting to do any of those things which better suit this game's identity whilst being beset by endless hoards of either Vampire-Skals or vampire hunters on every street corner. It is no exaggeration that simply in travelling the streets of London you'll be forced to murder hundreds of annoying NPCs that stand around like human roadblocks and litter the path. You know that feeling in a JRPG when you're crossing the tall grass and the screen flashes and you just want to scream "For the love of god, can I please just get from A to B"? That's this entire game in a nutshell. Combat that you simply endure being forced upon you hour after hour until you're planning your routes through the streets of London specially to avoid high spawn density. Needless to say; this doesn't feel like a very natural world to navigate. (Having lived in South London myself, however; I will relay that down here we do, in fact, have to wade through hoards of crazed violent men in order to pop round the shops at night; it's just the daily tribulations of life.)

The combat of Vampyr is your standard third person stamina-based slashing game with anicllary vampiric abilities that are acquired at level-up and fuelled by a blood gauge you refill by biting staggered enemies. Staggering occurs by breaking a stagger gauge, that reinforces itself to be stronger each time you break it. Staggers reward you only with a small window to bite and not really an opportunity for damage dealing, making it all but useless in a prolonged bout aside from the fact that blood is the only reliable way of healing aside from using items. Items suffer from the game's constant autosaving mechanics which is designed to make sure you can't go back on your choices, but means that expensive restorative items which are expended in a big battle that you end up losing, won't be refunded. This is somewhat similar to how Dark Souls does it, except that Dark Souls is built to encourage this idea of personal investment of items and the risk involved, and thus From Software builds it systems so that most consumable stockpiles can easily be restored by just killing a few of the right enemies in a farming adventure. Vampyr has you painstaking craft each elixir by gathering ingredients for expensive recipes that are randomly awarded to you after battles in infinitesimal amounts, or buying those ingredients with shillings, that are similarly rare. I'm a breed of gamer who already has trouble using limited resources when they're in trouble, and Vampyr reinforced that fear with gusto.

Bosses are when the combat of Vampyr starts to get a little bit interesting, as most standard NPCs are merely an annoyance. Now most every boss apart from a couple is a suped up version of a moveset that will presently become NPC standard after that particular encounter, and so aren't all that unique in themselves. Some have a few special mechanics such as avoiding flashes of light across the stage or managing never-ending trash spawns, (God I hate unending trash spawns in boss fights) and a few are just high health bar enemies who can absorb high amounts of damage. Some of these fights were actually challenging, the last one got me sweating a little, but all them suffer from the handling of Johnathon himself. Johnathon moves just cumbersome enough to make you feel unagile next to your opponents and his attacks for some weapons seem to correspond in just delayed enough of a fashion to sometimes feel unresponsive. Now know I'm talking about a hairline inconsistency here, one that would absolutely never be noticed in most games, but for one which relies so much on it's petty fights between objectives, every flaw stands out like a sore thumb. Also, though this was a problem I couldn't replicate with reliability so it might have been a bug, there appeared to be a light issue of 'action queing', where you press a couple of buttons and the game commits to the second action before the first is committed, forcing you into an animation you otherwise would like to be reactive during. So watch that panic pressing, I suppose.

Difficulty in the game is controlled mostly through a totally divorced from context levelling system which denotes enemies becoming stronger as the game goes on for no explainable reason. Levels decide how much damage the player does, with the closer you are to the enemies level dictates how close to your own max damage output each attack does. This is a bit of an artificial way to control difficulty, as the game can only really turn that dial up by kicking enemies to a much higher level than you, because any one who matches you in level, even bosses, are hardly more than a gnat to be rolled over. Enemies that are ten levels above you, however, take absolutely no damage and will almost always on-hit kill you. So there's no moment of sound balance. For some reason, when base damage is untouched, every encounter is laughably easy, which speaks to a problem with balancing that the team resolved rather crudely. 

I think there's no better example of this crudeness than the level up abilities, which all present largely un-transformative powers (apart from the blood heal. That one's pretty much essential) you unlock and then improve the stats of, although only at base values, not related to your weapon damage output, so as enemies get more powerful your abilities become more useless throughout the game. Some, like the percentage of damage that bites do, never have the opportunity to be useful at all, because by the time you've got enough exp to make it 'strong', enemies are so powerful is still hardly scratches at their health bar. And, amazingly for an action RPG, there are absolutely no upgrade modules related to improving defence stats! This means there's no way to buff your absorption of hits, and no way to deal with the two different damage types that are introduced throughout the game, flame and poison damage. (I equate 'sun' to flame damage. The effect is similar.) On the hardest difficulty, this means there are fights were getting poisoned once is an actual death sentence as you have no recourse but to just stand there and watch your health bar disintegrate into nothingness before your eyes. You feel just as flimsy at level one as you do by level thirty! All of these issues and oddities converge to form a combat system which can keep you busy from checkpoint to checkpoint, but never really feels exciting or empowering. And with as much respawning enemies as there are between checkpoints, and the fact the game won't let you open doors or gates if you've got an enemy sniffing up your butt, it won't be long before you're dreading each encounter as a tedious roadblock to the progression of the real game.

But once you do force your way through these armies, you're treated to the very comprehensive, and well made, social interaction system. Every non-violent NPC in this game is unique and developed with their own backstory, secrets, and social circles. Whether in service of your overall narrative or simply to satisfy your own noisiness, you can interrogate citizens about their lives in order to unlock clues that unravel more details on them or others in their circle, so that you naturally dig into who they are and what they're hiding. Some clues can also be gained by finding hidden documents around the world, or triggering an eavesdropping minigame. Oddly for a game about being a doctor, this creates a very robust 'investigation' gameplay system which would suit a private investigator video game like a tailored glove.

Of course there is a vampiric twist to this system, and in Vampyr that comes in the form of 'Blood Quality'. The various denizens of London are marked and ranked by their 'Blood Quality level' which starts off as a fraction of what it could be and rises as you learn more about them for some reason which is never made clear. This 'quality' directly relates to the amount of XP you can gain from drinking their blood, and considering that's your main source for levelling up, getting that quality level close to full before you go drinking is a must. Neatly, this means that it is in the best interests, even of an evil route player, to do specific character side quests before they go snacking; wrapping the quest design into the gameplay loop with the sort of deftness I wish the entire game was bound by.

Another potential detriment to blood quality, hinting how important of a factor it is in the meta game of Vampyr, is illness. One of the selling points of Vampyr is managing the dichotomy of being a doctor bound by the Hippocratic oath, who must sustain himself to the detriment of other's wellbeing. They practically print that on the box. Reading that, and expecting the bare minimum, I assumed that particular dynamic to be paid basic lip-service in the narrative before I simply ignored it and went on a murder spree. Vampyr, again rather cleverly, found a way to gamify that system. Everytime you rest to pass the night, something you need to do in order to expend the exp you've collated, various citizens will be struck with illness, thanks to that pesky Spanish flu, either randomly or spreading from other untreated carriers left from the night before. These illnesses corrupt the blood quality levels and damages the overall health of the district, meaning that the player is incentivised to brew remedies and heal patients, sometimes for the express purpose of getting them healthy enough for you to kill them. Elegantly designed- but there's a problem.

You see, managing the 'state' of the London districts is the metagame of Vampyr, and it means overseeing a sliding scale of troubles that is effected by actions you take in the main story or individually. If you decide to redeem the exp waiting in the veins of a healthy resident (an action which always kills them, for some reason. Vampires of this age don't know how to take a small sip in order to maintain their food sources, apparently. That's the industrial age for you folks, unchecked consumerism personified.) that will have a detrimental effect on the scales and tip it towards collapse, as will not treating illness. Curing illness slightly cures the district, as do some story actions I believe. Which means that the only real way to combat the ticking time bomb across the city, which progresses everytime you consult the level-up screen, is to cure people. And this is where the tedium which is housed in so many otherwise decent systems of this game, lies.

When someone becomes ill they do so from their various districts housed around the game world, typically at safe zones in the centre of various winding streets of endlessly spawning enemies. There is no fast travel in the game, meaning that everytime you want to level up you're expected to do a fifty minute loop of the city to make house calls to all potential patients, whilst piling bodies of vampire hunters in the interim. And just to pour fresh gasoline on the caustic wounds, the game refuses to show you where NPCs are on the overmap. Meaning you need to remember in what parts of this decently big city each character likes to frequent, and if they displace as the result of some quest and you can't find them; you can expect to wander around for the next twenty minutes with 'video game vision' on until you track them down. So that's how a decent idea of gamifying a core concept of the premise slips into a mind numbing chore the game lumps ontop of you to keep up with. A chore which stops you from progressing the game if you have any intention of managing these districts. (Which is one of the only ways that the good/bad endings of the games are decided unless you ignore the moral ambiguity that the narrative tries to take you on and select the developer's pre-decided 'good' narrative choices in order to pursue the 'ultra good' ending. One of these decisions is literally letting a man painfully die from internal injuries instead of ending their suffering. Seems DONTNOD have some very interesting ideas on the concept of being 'morally upstanding'.)

As hinted earlier, I also had a lot of trouble getting into the wider lore of this vampire-centric world that DONTNOD created, which reminded me a little bit of Twilight in how it embraces a vampire-dominant mythical world and overeggs that pie whilst giving everything else lip service. You'll be attacked by giant shaggy wolf-life beasts and get told they're just a particularly animalistic strain of vampirism. (Instead of, ya know; a Werewolf!) You'll learn that Vampires can apparently procreate. I don't mean the biting way either; I'm talking sexual reproduction. Which I would take as a bizarre reference to one of the more nonsensical plot lines from Twilight, but it's mentioned twice from different sources; that is an aspect of their lore. And in a particularly baffling scene that I can only assume is a total oversight from the developers, one of your close vampire buddies places the Dr Reid's hand on her chest so that he can feel her heart beat, a gesture of endearment. Only, hang on- she's a vampire! Why is her heart beating? The scene even makes you see it in 'vampire vision' so you can literally watch her heart beat. And the reason I say that in particular is an oversight and not a bizarre nook of the lore, is because that same character later makes a reference to the fact that vampires don't have beating hearts- but how do you make that mistake in the first place?

The only explanation which makes sense of all this weirdness in my head is that there was no central creative authority on what the rules of this universe are, which results in a very wishy-washy world that doesn't hold up to the slightest bit of scrutiny. Vampires can procreate? How do they produce sperm out their bodies on a diet of just blood; how do they menstruate without a pumping bloodstream. And if their hearts are supposed to work just fine; then what the hell about these monsters is even dead in the first place? They are undead, right? The verbose rhetoric of dialogue chuffs over itself reiterating the 'undead' nature of their affliction time and time again, but apparently by every medically observable metric, this universe's vampires are merely sun-sensitive weirdoes that are on a blood-only diet! All of this was a reoccurring source of frustration for me until I realised something; DONTNOD aren't trying to make a world. Whereas most modern games and movies and TV shows are all entries in some sprawling expansive franchise that has to play by rules set out by dozens of unconnected writers whilst introducing their own snippets to propel their individual story; Vampyr is it's own thing. It's an off-shoot. A one off. The wider world doesn't have to make sense because it's not detailing a real bigger world we'll someday get to explore in future entries, and it's not supposed to. Does that forgive the lore being non-sensical or internally contradicting? No. But it softens the egregiousness of the wrong. At least in my mind. I came to peace with it.

Which allowed me to focus on the main narrative and the goofiness there. Now the majority of the main story is decently straight forward and easy to follow, even if it gets a little off the rails in the third act. (That final boss really didn't have to be so 'apocalyptic stakes' and 'mythical') I was also supremely let down by the wrap up of the B-plot, which is such a limp end that the game just throws it at you on the way to finish the game. Also, what starts as a morality tale kind of wraps itself up by the middle of the game without telling the audience, and from that point on Johnathon is driven almost entirely by his promise to single handily cure the Spanish flu, (Which starts to feel more like a personal pride thing after a while) a spotty set of pocket-book morals that he enforces sporadically and yet with the dogmatism of a zealot whenever he remembers them, and, enduringly, his desire to get his undead noodle wet. Or however that works down there in this topsy turvey world of vampiric trimesters, I try not think about it. I'm not adverse to that kind of story beat, in fact I like them when they're done well; but this one felt supremely ill-fitting and weird. I'm not saying they didn't have chemistry or anything, I just don't know why my vampire story needs a love sub/adjacent-to-main plot.

In summation, Vampyr is an effort to bring solid action gameplay to DONTNOD's usual narrative based choices-have-consequences formula and the result was a serviceable title which outstays it's welcome long before the credits roll. So many great ideas in the foundation of this game are let down by the combat which the game relies so heavily on, and even the narrative elements are victim to DONTNOD's questionable writing which makes their games so endlessly fun to poke fun at. Although whereas I'm usually lovingly critical of their model, something about Vampyr's uneven split of action to narrative tips me over into being genuinely annoyed at the shortcomings. Honestly, I wouldn't recommend this game unless you're really desperate for a vampire game and have exhausted the VTM library. Although there are elements I like here, and some embers of promise, ultimately all the pitfalls prevents me from giving Vampyr anything more than a D+ Grade on my esoteric marking scale. I commend DONTNOD from stepping out of their comfort zone and trying something they're not good at, although I'm not sure if I'd recommend they do it more in the future. At least not into action games again. Maybe a strategy narrative game, like Dragon Commander? They'll figure it out, they are all a creative, if strange, bunch.

Saturday, 16 July 2022

Please, don't adapt KOTOR

 See sense!

Recently there was a quote doing the headline rounds by one Drew Karpyshyn, author of 'Darth Bane' and 'Revan', senior writer for 'Knights of the Old Republic' and a lead writer for Mass Effect 1 and 2. This veteran talent in the very foundations of modern western RPGs, as well as Star Wars expanded universe literature voiced in a Reddit AMA how he doesn't want to see film adaptions of KOTOR or Mass Effect. Now we've discussed the problem with a potential Mass Effect adaption before, but the KOTOR angle seems to have rustle a few fresh jimmies. After all, we are all currently in the middle of the great resurgence of Star Wars, a period where any and everything from the Legends lore which was considered interesting or inspired is getting repackaged to fit in Disney's brute force 'plan' for the Star Wars franchise future. Why not bring what is often referred to as the single best Star Wars story every told into that esteemed pantheon?

He went onto to specify he wouldn't want an adaptation which follows the exact beats of the game because linear narratives are told differently to branching narratives and there is so much story in KOTOR that most of it would have to be gutted to make it into a theatrical runtime. Now I actually agree with his sentiments utterly, however I disagree with his reasoning; because as many have pointed out such provisions would not preclude a potential developed TV show, and I absolutely think there shouldn't be a KOTOR show either. Now let me just preface this by saying I'm not saying this because I think KOTOR is a bad story, or that it's world doesn't belong on the big screen. In fact, I think the Old Republic comics would make for a decent adaptation; or they could make something wholly new. (Imagine that!) But KOTOR, the original video game, should stay in it's medium for the integrity and strength of the story that it tells. 

Now I'm not going to ram down your throat affectations about how infallible and untouchable the KOTOR narrative is, because I don't believe that at all. In fact, I think that KOTOR is actually a very straightforward and foundational story at it's core that could easily have been used as a major springboard for a whole new frontier of the Star Wars franchise if creative talents were more centralised when it first came out. Now they are, and it makes sense that people are wondering if that missed opportunity can be seized, in the embers of the Skywalker saga and the ruined jumpstart of the Sequel series of events, we need a new spark to shake things up totally and move Star Wars beyond it's crumbling and dusty confines. I agree, we need a new voyage to embark on in the Stars before everything becomes the 'Tatooine adventures'; but KOTOR can't be it. At least not in the way that Disney would frame it.

At the centre of KOTOR, and the beating heart of much of it's fanfare, is the story of Darth Revan and the mysteries surrounding him/her. (Which I continue to consider mysteries, because I don't accept The Old Republic's butchering of his/her narrative as a legitimate 'evolution') Now of course the huge spoiler is a big reason for this, and I'm going to need to talk about that spoiler so if you haven't played KOTOR to completion than take this opportunity to go and do that and then come back. Okay? Has it been around about 50 hours- you played it yet? Good. So the player turns out to be Darth Revan and that's one of the reasons why this story has such a hold on people all these years later. It introduced a completely distinct Star Wars universe to the one we knew, filled it with unique and new legends, and then revealed us to be one of those legends in the flesh, thrusting the audience directly into the tapestry of the story before they ever knew what was happening.

Of course that sort of experience is going to rub-off a sense of 'ownership' on that character for the players who lived his shoes, and that's both the beauty of this twist as a narrative device and it's biggest crutch when it comes to the mutability of that story. The immersive and interactive nature of a full blown, 50 hour RPG is required in order to build that personal connection to the player character so that the shocking blow of learning your own past can land with such a splash. KOTOR even plays around specifically with RPG tropes in order to obfuscate and set-up it's narrative, dropping players into a prototypical 'bystander who is thrust into the spotlight' scenario just like every videogame fantasy story ever told had done so beforehand. This throws the player off the scent from suspecting their own intentionally vague background so that the twist can creep up on you out of nowhere! And again, it's a trick that's only going to work on an audience familiar with the tropes of games.

A movie going audience, or TV watchers, have a totally different mental repertoire to address and assess with when it comes watching these sorts of stories, and if you think they're going to fall for the 'stranger shows up on ship and becomes the unlikely hero' subterfuge you're on a different planet. Especially given the current state of Star Wars where everyone important is someone's uncle or niece or granddaughter. No matter what you do, there's no way to replicate that interpersonal attachment with the character of Revan that players have but for a passive audience. They just can't connect with a story in the same way behind that barrier of a silver screen, to the point where they actually embody the person and relate personally to them.

Which isn't to say that I think the character of Revan his/her-self is unadaptable, I hasten to add. If anything, Final Fantasy 7 Remake showed us deftly how you can take a character who is meant to be an avatar to the player and distance that relationship with an imbued voice and personality, but enrich that same character through that new personality as long as it matches the spirit of the original character proposition. (Part of Cloud's background is designed with metacontextual hooks as well, which allows that character to attach closely with a gaming audience on their level.) And on the other end of the spectrum; The Halo Show demonstrates exactly what happens when you try to actively distance yourself from that connection so hard that you end up creating a character which is nothing like the source. I do think Revan as a character can exist, and maybe even develop, on the big screen. But their origins must remain in gaming for that story to remain as special and deep rooted as it has for all of these years.

There will obviously be some Old Republic content coming our way, Revan has already been officially canonised into the Disney Star Wars scripture through way of a novel, as well as the upcoming KOTOR remake. If Disney wants to play this right, they'll respect the KOTOR remake as the avenue through which the story of Revan is told and not try to 'legitimise' that story through a movie adaptation. (Which would, in turn, delegitimise the game.) Will that limit the spread of that story to people who play the game or at least surround that world; yes, it absolutely will. But if Disney are smart they'll bite that easily swallowed bullet and plan accordingly. So for the love of integrity don't denigrate and eradicate the underlying strength of KOTOR out of that vampiric thirst for more content- and fans need to stop encouraging them!

Friday, 15 July 2022

Star Wars Battlefront: A concept for a new Galactic Conquest

 We are the dream havers

Yesterday I talked a bit about the curious case of Star Wars Battlefront's Galactic Conquest mode and the fact that it is utterly missing from modern day EA Battlefront. I detailed how important I thought it was to the main package of the series, and explained the variations of the mode throughout the years. But I drew short on how exactly one would go about implementing some form of a Galactic conquest game mode into the new formula of Battlefront game without compromising the new online-first focus. As a simple 'one-to-one' equation only falls short in such a proposition. As such I thought it only fair I give the topic my full attention here so that we may conjure up a decent conceptual prototype, or the building blocks towards one, so that future diatribes on the topic can be somewhat informed. Savvy?

So the problems are thus; Galactic Conquest is a mode built to be best for solo offline players or local co-op. It's a series of battles with strategic planning tools that locks both sides into prolonged conflict until their campaign is complete. We're talking a couple of hours to complete a campaign in the first game and maybe even longer with some of the later iterations, which isn't exactly a feasible time sync for most online players. Then there's the strategic decisions themselves which is unilaterally decided by the player of that army in the original Battlefronts, but the new games have both sides filled with 30-odd real life players, so who gets to decide on picking bonuses or mounting assaults on what planet, and how do you keep the strategic heart feeling alive, in that position? And then there's the idea of rewards that make such a mode appealing to play in the first place instead of the normal 'Instant action' game mode. A troubling conundrum to be sure.

The big one is picking the structure of such a mode, which I think best makes sense as instanced daily competitions run by servers which players can drop in and out of at will. Of course such a proposition has it's issues; how can you pick active hours for the competition that are fair for anyone, what happens if an instance on a server can't find enough players to play and if you can drop in and out at will, presumably with the game picking what side of the battle you fight for each time, how are you going to assume loyalty to your side of the war? The other, more traditional, method would be an extended match that is hosted by a player that can then be driven by active play, but then the question pops up of what happens to this instance of a campaign when the host drops out? (These are a lot of matches, afterall. I don't think many will be able to find the time to fight throughout the whole thing) Or, again, there falls off too many players to play? Does the campaign just suspend itself in limbo?

I think server hosted campaigns make the most sense as they allow players to feel like this concentrated and consequential war machine continues outside of their direct involvement. Clever time zones will have to be selected in order to ensure players all over the world get the chance to play, even if just for a little bit. (I'm thinking about three campaigns a day to test the waters, with that being increased or decreased as demand sees fit.) Picking sides must be done automatically, for the sake of balance, which means that drop in and drop out players made end up inexplicably switching sides. I would toy with the idea of locking players into their chosen side when they join a campaign, but I know that might lead to imbalances in games. Still, I think faction loyalty is important, so I'd at least try that out. (The extreme solution would be to implement trigger states that refuses to allow people to join if their presence would outbalance the match too much, but I just see that being a source of frustration for a lot of players. And if you get told enough you're not allowed to play something through no fault of your own, you're going to stop trying to play it.)

Making strategy decisions is a big part of the Galactic Conquest experience, whether it's deciding which planet to attack next in order to open up the war theatre or picking which bonus to ride into battle with or how to spend unlock credits on specific units for the campaign. These are decisions that need to made from a central authority which is why it works when you have one person controlling the army and why there's a new dynamic to consider when we bring up online games. Typical match-ups in Battlefield give teams the ability to choose where the next map will take place, but this is a utterly inconsequential decision on it's face as serves no higher strategy or prolonged campaign, and even then it's a choice some make begrudgingly. Some people just want to fight, ask them to make informed decisions and it rubs wrong against their play experience. So what is the solution?

I've selected two. The weaker is the group vote wherein big decisions are made through a selection screen the scrolls through three menus; 'Spend Credits', 'pick bonuses' and 'attack where?' which gives the power to the majority rule. This would obviously force decision making where it isn't wanted and be subject to a 'trend towards the grain' mentality that already infects map selection. Alternatively we grant the choice to the top performing players of a match to decide where the shape of the campaign leads next. Decisions will be made in relative secrecy with other players only being noted on the results so as to prevent people feeling like they're being put on the spot and becoming nervous. Players will have the right to forfeit their choice if they don't want to, which will pass that responsibility onto the next in line. This will mean that the most engaged with the match are more likely to know how to shape the war front, and there's a chance for different strategic heads to take the front throughout the whole campaign. An elegant bridging design if I do so say myself.

Finally there's rewards; what will they be and how will they be rewarded? Well the first is typical; you want credits to spend on customisation and cards, of course. But I think it would be super cool if there were exclusive cosmetics to be unlocked by playing and succeeding in this game mode; and in fact I think that Battlefront could tie in a seasonal reward system to really bring the players coming back to this mode time after time. Rewards would also be set to be granted at the end of a campaign depending on how well you do, which would encourage sound strategy and faction loyalty. And similar to World of Tanks, if you leave mid-campaign it won't be until that match wraps up where you'll be gifted those rewards you're seeking. So it's encouraged to come back later and attack that campaign down the line.

These are broad outlines of the systems surrounding a potential Galactic Conquest mode and where it would fit into thr ecosystem of the new game, because mechanically you're just looking at simple instant-action matches strung back-to-back with one another. Let this be the foundation for any arguments about why DICE have no excuse really going all out for Battlefront 3 and restoring this great franchise to the heights it launched with, because there is ever little excuse for another feature light game from the hugely successful series. And if I'm to throw that ever exciting wild card prediction into the mix; I'd say that we're not getting a new game until a new era can be wound in; and seeing that the High Republic has no significant design differences from the Prequel Era (Because Disney is creatively bankrupt) my recommendation is The Old Republic. Let Aspyr lay out the foundations of the next era of Battlefront play, and then let's make those conquests galactic, baby!

The Last Case of Benedict Fox

An interlaced kaleidoscopic sort of suffering

The yearly Xbox showcase doesn't always slap us with round the clock hits that we force ourselves to pay attention to. The ecosystem couldn't handle it if their promise of 50 games were all bangers. (At least that's what I tell myself to endure some of the snoozefest games) Of course, it does kind of grate when all of the really exciting games turn out to be the big budget titles that we already knew were on the way and just popped in to chuck another trailer our way. Especially when only a handful of those titles are the one's we're really burning candles in our window for. (Are we ever going to see actual gameplay of Perfect Dark, or is the doom-ridden The Initiative going to consume itself before it ever gets that far?) And yet sometimes there are gems which shine through the rubble and surprise even the most conservative video game connoisseurs out there with it's intriguing presentation, and such is the case with 'The Last Case of Benedict Fox'.

Hewn together by a developer called 'Plot Twist' (another company with a name that's impossible to research on Google. >sigh<) 'The Last Case' purposes a mystery investigation story that seems to touch on themes of conspiracy, gothic horror, surrealism, occultism and maybe even a touch of survival if I'm interpreting the solitary trailer we have right now correctly. All of which is strong enough to intrigue as it is, before we slap in the fact that this is a Lovecraftian cosmic horror style story as well, which all but promises mind bending, reality warping, goodness by it's mere mention. And this game just happens to be  a Metroidvania on top of all of that? Well, I'll be- what have we done to deserve such a bounty before us on this most blessed of trade shows?

As any good horror story would, Benedict Fox entwined the protagonist with a demon familiar in his plundering of a dilapidated manor house in the investigation of a young slain couple and their disappeared child. The description boasts a great many trigger words to the lovers of macabre and grim, which bolsters alongside that visual style which they have, somewhat confusingly, compared to Burton. I personally think Burton is a curious case of gothic, as many of his creations play with colour a lot more than the typical drab grey and black of this style. Even his more drained palettes will shove deep black and shocking white in direct contrast to excite the visual style; which gives 'Plot Twist' here quite a lot to live up to if they want to keep their lofty word. Although with what little we've seen thusfar, maybe that won't be so wild of an ask at all.

'Beautiful' is a word I've seen evoked time and again when talking about the complex and detailed environments of this mansion as it descends into overridden and tree-warped wings and deep twisting tentacled depths. There's a command of colour which one can already tell is going to impart a very strong sense of location wherever you are in the world. There's also a prevailing grandiosity to the ornate halls and demure study rooms that tickle the Victorian manor house fantasies of many fervent gothic hobbyists of the day. All of which bodes very well for a style of presentation which has become 80% about style in recent years. If their narrative can match the brooding moodiness of it's encasing, then we'll have ourselves a gothic masterpiece bumbling in our broths! (Oh- uh... no pressure.)

What makes Benedict Fox a little atypical to other games of this sort of genre is that there is going to be actual combat for the player's to play with, and it looks rather smoothly animated. Popular, and incorrect, consensus with these sorts of games is that the mystery, and thus the horror, dies the moment the player can defend themselves, but games like Resident Evil and The Suffering knew that the moment you put survival entirely in the hands of the player their nerves hang on the balance of the threats they encounter. Sure, we're to traverse this world with a loaded gun and demonic tendrils of power, but that doesn't mean the enemies can't be more mind bending and head twisting than even us at their worst. And besides, I can't imagine a Metroidvania without combat

Which of course brings me back to the promised Metroidvania elements, the building blocks of my favourite platformers. Of course this is going to be a 2D perspective title with heavy emphasis on visual distinction between location, but it's going to be the deft-handling of the Metroidvania elements which decides how well we'll come to love this area. An investigation implies we're going to treading over the same ground often, which marries well with the 'return to somewhere old rooms with the tools to get somewhere new' style of this sort of genre, so I'm certainly feeling the bones of a strong identity game being laid down and set-up. I just hope that the traversal abilities have significant and transformative moment-to-moment utility, as I hope for from every Metroidvania I play.

Recent games of this time have really upped the bar when it comes to these sorts of games, so Benedict Fox has a lot to live up to. Not that I immediately expect this game to be everybit the equal of titles like Blasphemous, Hollow Knight and... Ori; but their lessons should certainly have an impact on any game which shares their gameplay stylings. Of course, a lot of those games have worked to really blur the line between Metroidvania and Soulslike, and although I know very little about this game and can't say for sure, I think the style of the story presented doesn't necessarily lend itself to badass tooth-and-nail bossfights against deadly foes. At least not on it's face.

If think Benedict Fox probably wins the award for Indie game that made the biggest splash this year, if such an accolade exists, during the Bethesda/Microsoft showcase. And I'm always happy to see a budding developer find their audience with a cool idea that hits the ground running; and I want to see this thing become a reality come 2023. Mostly what I really want is for more cosmic horror goodness to douse our lives of understanding and rationality with the unknowable and indefinable horrors from beyond the deepest sleep. There really isn't enough horror out there that exists purely to make you feel like an insignificant speck among the cosmos, without the cool hand of 'moral purpose' to reassure you. So go ahead Benedict Fox; weird us all out!

Thursday, 14 July 2022

Star Wars Battlefront: Galactic Conquest

There's a hole in my heart 

Star Wars Battlefront has some priors to it's name. It's been around since long before EA acquired the license, and although DICE have pigheadedly called it a total rip-off of their Battlefield games simply with a lazy Star Wars skin slathered on top, the truth is that Battlefront did a lot of its own cool things to stand out from the crowd. Some of which have yet to be even transposed to the EA owned version of Battlefront and is, in my opinion, what is missing from the new franchise as it currently stands. I am, of course, talking about the Galactic Conquest game mode which was, in my opinion, the beating heart at the centre of the original Battlefront. The buzzing core that all the other bells and whistles work in tandem to stabilize and make work; which would be why before DICE came along and 'streamlined the package' every single Battlefront game made a considerable effort to push that core mode forward in some small way.

Galactic Conquest is a mode wherein the tutorials of story mode are put to the test and the player is lined up in a serious of consequential battles in an effort to 'turn the tide of the galactic war in their favour'. In the first game this meant planning a campaign across a handful of planets to pursue, through conflict, control of planets that provided powerful benefits to the victor, providing the basis for a dynamic and evolving war which would play out differently everytime you played. Some bonuses were extra reinforcement numbers that would kick in when you're losing, some were passive regen buffs for all soldiers, sabotage on enemy vehicles, and even summoning an AI 'hero unit' to the battlefield. Galactic Conquest would string together all these battles to a loose and free narrative so that players could launch their very own 'Star War' and succeed or fail by their own merits.

The very first Battlefront had a basic model for this, much like I just described. At the start of each 'round' both teams would choose which bonus they were activating from the planets that they owned, and the attacking team would pick a planet they didn't own to attack. Then a full match would play out on that attacked planet and the winning team would take control of that location and the bonus it provided. There were some ancillary features too, such as the Dead Star which would build up power during each fight and could eventually be used to destroy a planet totally and deny it's benefits for the rest of that campaign, but aside from that it was very straightforward. Like an instant action playlist with a tincture of strategic choice mixed into the recipe somewhere along the line.

Battlefront 2, as one would expect, evolved on this idea greatly. It would have to, considering that basic fundamentals of the game had evolved to the tune of making complex player classes and issues of 'unlocking', and throwing in playable hero classes instead of the AI controlled folk of Battlefront 1. 2's Conquest took place over a fully mapped out galaxy with the various battlegrounds given specific placing and travel links between them via hyperways. This is to serve the new gameplay, wherein players can't just choose willy-nilly whatever planet they want to invade, instead now both teams have a capital ship which they manually move around this map like a gameboard and have to mount their attacks from there. This added the layer of movement strategy to the campaign, as well as added the possibility for space combat when two capital ships meet each other on the same tile. And there were even more peculiarities from there.

The classes that need to be unlocked through points in the gameplay had even more restrictions on them in Galactic conquest in that they needed to be bought from an unlock screen in order to be available during each match in the first place using a Credits system that relates to how well you're currently doing in the war. This simulates the development of technology throughout the campaign, as well as resource draining for those that are losing. However, since Credits were rewarded to the winners it did inadvertently sort of mean that those who win battles get advantages to help them win even more in the long run, creating a snowball effect where the winner is pretty easily always in the lead from the early game. Credits can also be used to buy another capital ship if you want to mount a new offensive front, or to buy those bonuses that were previously restricted to planet ownership, freeing up their potential for strategy.

On PSP, the Battlefront games entered something of a holding pattern with incremental improvements to the games as they went. As such the Galactic conquest mode for this era was actually pretty static. Much of the basic framework was exactly the same as Battlefront 2, except now there were no capital ships. The player actually mounted attacks from one planet to another by mobilising a number of units from each garrison. Meaning that each planet had a certain number of defenders that related directly to how much stock both sides would have should there be a battle. This means that for maps where you feel confidant that you have the upper hand, you could do what I often did and position no more than 10 defenders so that you can use those other spare forces on the front line. This also puts a greater emphasis on each unit life taken and creates the possibility of Pyrrhic victories. 

'Star Wars Battlefront' went without a major part of it's identity when it was shipped off to DICE without this mode present in any way shape or form. Instead DICE just tried to convert the game into the Battlefield reskin they accused the original of being all those years ago and totally discarded anything that failed to slide smoothly into that narrative. (Including the storymode) As Battlefront exists today, with a heavy emphasis on online and multiplayer action, I've gone back and forth on trying to envision how a Galactic Conquest mode would even fit into that vision. The original succeeded because Battlefront back then was designed to cater to single player and split-screen players as much as online players, but EA could give less of a crap about people who don't play online and that is clear in the lack of offline functionality for the original EA Battlefront. So does this mean that a Galactic Conquest mode is out of the question?

Well first we'd have to see a Battlefront 3, and that seems like a precarious ask given that DICE is currently on-the-ropes when it comes to deciding whether or not they've even worthy to hold their current series of Battlefield games. But perhaps if Respawn does take control of Battlefield it'll give DICE a chance to refocus themselves on their side project, Battlefront, which they tossed away unceremoniously so long ago. Maybe in such an instance, where DICE are desperate to prove themselves, we'll see an actual effort put in to test the limits of Online play and design some brand new version of Galactic Conquest that marries the old with the new direction. Or maybe Battlefront 3 will just never be made at all. Who's to say?

Minecraft Legends

 Another one...

For a very long, an utterly peaceable time period, Minecraft was the absolute pinnacle of it's own brand. A video game of limitless potential where players were thrown into a world with the tools to harvest it's very organs in order to build whatever their minds could conjure. It was a purity of concept and execution that could only be limited with the confines of genres and mechanics. Minecraft simply was, that was all there ever needed to be. Of course, in the pursuit of remaining fresh, Minecraft has remade and remodelled itself over the years and even the core game has, in my opinion, crossed the pale from a game that was instantly intuitive to one you need to navigate with the Wikipedia window constantly open, but the heart of that original premise is still very much beating; which is why I find it totally wild whenever the Minecraft brand tries to branch itself out.

No, I'm not ragging on the Lego Sets, or the merchandise or the >shudder< joke books- I'm talking about the various Minecraft Universe games that exist. Games like Telltale's Minecraft game: Minecraft Storymode. What turned out to be, in my opinion, a rather limp fantasy story loosely stretched over the Minecraft brand and playing vague lip-service to the very meta nature of the game they were working with. They treated Minecraft like a game only, when Minecraft is very much more than that. It's a foundation that, at times, feels close to a service, which could have facilitated a much more clever and outside of the box story had 'Minecraft: Story mode' been more ambitious. But then such is what happens when you try to box in a game of ultimate freedom into the confines of a basic 'heroes fight the villains' story.

Then again with Minecraft 'Dungeons' did the franchise try something different, and again it felt weird. Bringing in Diablo-style ARPG action with item looting and classes and the works; Minecraft Dungeons felt like a very polished game made using the Minecraft foundation that wouldn't have at all worked divorced from the context of the game it was working with. As it stands I think that dungeons is completely fine, but also utterly non essential. There's no real value imparted on the Minecraft brand beyond, I suppose, providing a better basic combat model than base Minecraft does. Oh, and throwing some cool enemy designs at us which would look great implemented into real Minecraft, but probably never will be. (The base game could use some more varied enemies in my opinion; give the Overworld some edge to it.)

And now we've been struck again with the arrow of 'try something new' now that Minecraft appears to have taken influence from games that were in turn influenced by them. 'Minecraft Legends' is another recontextualizing of the Minecraft foundations that bares a passing resemblance to Dragon's Quest Builders. (Which is, in itself, a Minecraft derivative.) There seems to be simple RTS mechanics and more narrative trappings slapped on to give this new gameplay purpose. This one, at least, holds some potential for tapping directly into the building and creative routes of Minecraft, albeit in a stunted and limiting manner, and it's already tipped to be the next bold frontier of the brand. I can't say I quite understand what it is that Minecraft is going for, but I respect the idea of 'widening appeal' at least.

Minecraft Legends tells the paint-by-numbers story of an invasion from the hellish forces of the Nether that needs to be repelled by hoards of minion creatures that the player can send to attack the fortifications of their foes. Players will be base building and forging fortifications, so that the Todd Howards in the crowd can find what they're looking for, and some mild terrain deformation if I've examined this trailer correctly. Of course in this early stage we have very little tangible information regarding the game's specifics and go only go through the snippets of gameplay offered in this reveal. We can't yet say the extent of the strategic elements and whether we'll be managing resource lines in order to funnel unit construction and a deluge of reinforcements. 

What we do know, and very much fitting this style of game, is that there will be PVP elements so that players can test their strategy skills against one another, and this is either an indication of the depth of Legend's strategic features or a total misstep on Mojang's part about what online strategy players want. Competitive strategy only really works when you have distinct styles of play, which can be as innocuous and happenstance as the method you choose to design to strategy (which is indicative of any old game in this style) to the distinct modals or characters that players will choose to become familiar with in order to provide buffs, bonuses or unique unit types. If they want a solid PVP offer, Minecraft Legends definitely wants to have the latter level of design complexities, but whether or not they'll bother rise to such occasions waits to be seen.

Now I am going to throw shade at the choice of having a central hero unit in battle, which sort of makes this look like a Musou game. In fact, very muck akin to Warrior games it seems that the hero not only rides at the head of his forces into battle, but can even take a swing themselves from atop their steeds. I think such a focus all to often drags attention away from the strategy and puts too much emphasis on the core leading individual. Something I noticed when I played 'Divinity: Dragon Commander' was how much more engaging it was to totally ignore the 'Dragon' mode and just play it as a pure RTS. I wonder how Legends will cater to people who want to play like that considering they've yet to even show us the requisite bird's eye camera view. Right now I don't even know if I can call this a 'my first RTS' style game, because Army Men RTS already covered that demographically neatly and with grace and Legends has yet to even match that in it's previews.

But even though I don't understand, nor entirely agree with Minecraft's perplexing attempts to branch out their genres; I respect the idea of trying to differentiate the Minecraft offerings. Beyond just generating flat revenue bumps for the Mojang team, these games allow for utterly fresh experiences to be had within the Minecraft ecosystem which keeps player within their blocky claws, which is undeniably beneficial to Minecraft's staying power outside of the core demographics. Fans of ARPGs and strategy games, including those too intimidated by being given a blank slate and told to do whatever they want, can find solace in these more focused experiences and for a world like Minecraft, the more people get involved the better. So I guess we'll have to wait and see how Legends ends up shaping. And pray that they get around to that Bird's eye cam. It's really important for an RTS!

Wednesday, 13 July 2022

Cyberpunk's QA team

Let Quantic Labs take the stand

Cyberpunk, the disgrace of a generation, proof that most which glitters is really just dolled-up woe and faeces speckled with incense and false promises. Oh, and since I'm talking CDPR again, let me take this opportunity to make my regular reminder that Cyberpunk 2077 was supposed to be the "next generation of open world game", that is verbatim. No amount of bug fixing is going to make that game fulfil that promise. Like the game the team delivered all you want, it seems to be a decently solid beast that does the Ubisoft formula better than that company ever has; but you can't deny it's nothing compared to what it was promised to be. I was sold on that dream, I bought that dream, which is why I will never be able to reconcile with the product that CDPR delivered. And I will left forever asking 'Why', why did we get wrapped in a web of lies and deceit from such a beloved developer as them? And everytime a little bit of that puzzle becomes clearer, it's as though another piece slots into place of the jagged hole in my heart that company left with their betrayal. Never underestimate the power of real closure.

If there's something we're never going to hear, it's the full story. Not from CDPR, and certainly not from infrequent exposé leaks that flitters out of the woodworks once every blue moon. But every slipped story, every nugget of reality, each pilfered detail is a salve on the still sore wounds left on the fanbase. Which is why I was grateful to hear just another small part of the story behind Cyberpunk 2077's development when Youtube commentator 'Upper Echelon Gamers' conveyed  his own findings regarding the failings of an outsourced Quality Assurance team that worked on some parts of Cyberpunk. How much of the QA process they actually covered has been called into question by CDPR devs who have taken to social media to get defensive about this for some reason, but what is undeniable is that this outside team was involved and their... let's say 'off kilter' manner of handling their business might very well have contributed some small part to the grand soliloquy of Cyberpunk's failure. 

The company in the spotlight here is Quantic Labs, and not 'Undead labs' the creators of State of Decay, like my knee jerk reaction assumed when first hearing of this news. (I almost jumped out my seat when for a second when I first heard that name.) You'll not have heard of them, and that is completely alright because they are a team of perspective developers who couldn't make that model work for them and so fell into doing QA work for other projects in order to remain solvent. That might be a slightly disparaging way of phrasing it, however, so I'm going to throw the phrases 'allegedly' and 'probably not really' around just to add some spice to the dish around here; I'm sure you understand. (Not that such precautions would mean anything for another faceless nobody on the Internet like me. I'm practically an undead ghost.)

As UEG tells it, Quantic had some questionable business practises with some of it's other projects including, and this is directly refuted (without evidence for or against) by the company themselves so consume the requisite salt, the act of lying about the number of developers it was assigning to certain projects in order to keep contracts. Which would be some form of fraud, if true; so I don't blame Quantic for slapping back at that hard. Cyberpunk 2077 would be the biggest project that they worked on, however, so they pulled none of that sleight-of-hand stuff for a QA job like that. Instead it was all-hands-to-the-deck at Quantic as they scrambled to ensure they could keep ahold of a huge resume boost like working on what was shaping up to be the biggest game release of all time back when we still had hope in the game's industry. (What a grand and intoxicating innocence.)

Instead the slightly scuffed (alleged) nature of Quantic rubbed off on Cyberpunks QA in other ways, such as tying their commission based reward system into the work of bug reporting. Now I've worked in a commission-based environment before so let me tell you how asinine of a choice it is to arrange your business in such a fashion. That only works in the type of job where a competitive nature is a requisite and unpleasant sycophants are built to excel; during a team-process like assisted development, it's a pure hinderance. Point-in-case, for this instance it led to a daily bug bounty being (reportedly) implemented by Quantic in order to encourage a certain amount of bugs to be reported each day in order to hit sales targets and, I presume, make a bonus. Literally like a sales floor. And I've been on one of those, I know how demoralising of a position that is.

Predictably this setup fed into a slew of low-level bug reports, symptoms rather than the disease, which CDPR became so inundated with that they had to request themselves that such bugs are no longer sent their way. Of course this is just the tip of such an iceberg and the rot of a company that (as told by UEG) runs in this manner runs deeper than is easily quantified by a few internal leakers and probably portends a studio in a dark pit of it's own operating. But perhaps it goes some way to explain why it is that CDPR believed their game to be more stable than it was, given how they were testing their product on elitist best-of-the-best tech and had expected QA teams like this one to do that testing on a more 'everyman' level to bridge that tech-wealth gap. Only some way, though. It's hard to imagine they had no idea how egregiously false their fart-sniffing claims of being 'the next evolution of open world gaming' were. Nor how utterly abysmal the last gen ports were. ("What, do you guys not own Xbox One's?")

What this report speaks to in my eyes is a wider culture of contract work and how completely unregulated some of these ventures are, allowing them to become something so weird and (apparently) toxic that they create tail-eating systems like the one described here. This company screams 'high turn over rate' and much to the tune of the sales floor I worked on, it seems that senior staff were constantly being replaced with under-trained junior staff when they couldn't, or wouldn't, put up with the grind cycle. It's a self defeating pattern which leads more time than not, to a company folding in on itself. How many other small game related support studios out there are similarly built? We know Activision worked with one during the development of one of their disasters, it's probably safe to say a lot of these companies have skeleton strewn closets we never hear about because their games launch fine.

CDPR have inserted themselves in this tale out of some misguided ploy to 'exonerate' themselves by downplaying Quantic Labs involvement, but the actual issue here is the rampant mismanagement and the tangible consequences it caused. Stress, resentment, turnover and, after all that work, a disappointing game to show for it. Interestingly this does mean that the various failures which ripped apart the 2077 dream stretched to outside entities too, almost implying that this was simply a doomed venture that corrupted the sensibilities of all who touched it. But such fancies are dismissive of the very real egos at fault here. The egos that ran Quantic Labs with (allegedly) a failure pattern not entirely dissimilar to the model of a Ponzi-scheme, the egos that fiddled with the vision of this ambitious game often enough to waste months of active development, and the egos that decided to lie to the public about the state and professionalism of what they had created. Until the next layer of this onion is peeled, let us reflect on what other possible ways the once exciting Cyberpunk ended up a victim of ego.

Why is Final Fantasy 7 Remake?

 I know a twist is coming, I just don't know where...

So we all know what the Final Fantasy 7 remake is by now, don't we? But can we sit back and truly say we know why the Final Fantasy 7 Remake is? Because right now we've lined ourselves in the path of a full blown trilogy of these remake products and I've got not earthly clue how we got here in the first place. I mean I can assume. I guess that Tetsuya Nomura is a snot-noosed punk who played FF7 back in the day, fell in love with it, and been begging to do anything with that world for years now. Why else would Cloud and Sephiroth both feature throughout Kingdom Hearts without having any actual ties to the core narrative? I'm serious, those two seem to be off having their own conflict throughout the entirety of the first Kingdom Hearts and Sora quite literally plays no part in that storyline whatsoever, it almost feels like a fan edit of FF7 got inserted in the script, and in hindsight I'm pretty sure that was Tetsuya's doing.

I ask this now having actually had the chance to play the thing in the wake of the Final Fantasy 7 Remake Intergrade making it's lumbering way to the Steam ecosystem meaning Square is finally willing to accept my money. Oh, thank you so much Square Enix; how very gracious of you! And no: I haven't gotten over the absolute extortionate pricing that the higher ups have decided on for their godawful PC port. I'm serious, this port if a dog's dinner and these absolute clowns think it's totally reasonable charging £70 for it? Thank god that for the first few days of release the game had to be discounted to sensible pricing. That shouldn't have to be the case but I'll happily take that infinitesimal win if it's offered, I need anything they'll give me. Hey; maybe the point of FF7R is to expose greedy corporate machinations in the real world in order to parallel Shinra! Maybe Square Enix is a less flashy evil megacorp trying to strip the planet dry for it's own sordid longevity. Seem legit.

But seriously, I've wondered for a while what exactly it is that makes FF7 the one worthy of a reboot. I think Tetsuya Nomura isn't exactly an FF7 isolationist; he's worked with the franchise for long enough after all, almost made FF15 and has Squall prominently in Kingdom Hearts as well. (Although Squall actually is integrated into the narrative in his 'Leon' guise, unlike Cloud who is literally just there as fan service.) It's not as though FF7 is a flawless game by any stretch of the imagination. For example, despite being just one game originally, it's narrative is practically dripping with 'And then' syndrome where it feels like events are just jumping out at you with little to no build up and the player is just dragged along for the ride. Guys in hoods? Yeah, they're big monster people now. Who are also Sephiroths. But not the real Sephirtoth because he's in a big vat. Or not really because that's the... Genova... Vincent... Cloud is actually... what even is going on anymore? 

I think the Materia system the game implemented is inspired and remains one of the most lightweight but enjoyable to mess around with magic systems in a Final Fantasy to date. (At least it doesn't take half a game to be fully explained like some of the later Final Fantasy's I could think of.) The monster designs are wild and interesting, but that's not exactly away from the norm for a Final Fantasy game anyway. (Character design is what FF does best.) Cloud is a silent Protagonist, and so his input to the greatness of the game is minimal. Maybe it's the core cast, Tifa and Aertih and Barret and Yuffie and Red XIII. They are classics all in their own right, even if Yuffie generally gets left out of character line-ups even though she's my favourite. (Really feeling the disrespect there!) But FF6 is sometimes hailed as a better game and FF4 is said to have the best narrative. So what perfect point in history does FF7 hit to be the chosen recipient of a remake franchise?

Perhaps, and not to take anything away from the individual successes of Final Fantasy 7; maybe it's the time and framing of the game. Remember that the original FF7 hit the presses at a time where the tech behind gaming was improving dramatically and FF7's visual style, though easily trounced today, was a revolution back then with it's in-battle models. Nintendo had jealously guarded the FF licence before 7, at which point the team had to end their partnership in order to take advantage of the new disk-based tech that Sony was rocking when Nintendo weren't; meaning that 7 was also the point where a totally new wave of fans were introduced to the franchise. Maybe the popularity and success of this game is a product of circumstance as much as the actual substance of the software. Yet even saying that; I find it hard to dismiss that there is something timeless about Final Fantasy 7 more so than a lot of the others.

Maybe it's the narrative and the way it tells a story that can always be related to; the struggle against climate catastrophe. I mean seriously; if the strip away all of the stuff about Genova and cloning technology, at the end of the day MAKO is a stand-in for mother earth and every way it's abused over the course of the narrative is an analogy for the overall death of our ecosystem. I do wonder as to why the FF7 writers chose to divorce personal responsibility from the equation by making Shinra the big evil bad guys running the big factories; but I suppose it must be difficult to provide nuanced multi-layered commentary on an anime RPG game where most problems are solved by beating it up with a massive sword. Either way, it's a moral with legs which is as relevant today as it was a near generation ago.

And finally, I think that Tetsuya Nomura is fronting this remake because he wants to fundamentally change the events of Final Fantasy 7. I had a theory on this but it's only been cemented now I've actually played the game; I think all the narrative changes aren't just about making the story sing smoother (although a lot of them do deftly manage that as well) I think the point to establish a distinction between this Final Fantasy 7 and the original. The stepped-up flashbacks that seem forceful rather than just memories drifting into Cloud's mind, the prevalence of Sephiroth who seems to be leaning heavily on the coming twist with almost overt foreboding, and then the strange premonitions about things that Cloud should have no way of seeing. What about seeing Aerith's memories out of the blue? Or, more to the point, crying randomly during one flash whilst in her presence. What is Cloud remembering? Is it maybe what's due to happen to her according to the events of the original FF7? And if so, does this awareness prelude a coming shift from what we expect into a completely different direction entirely? I think so.

Whatever the case, Final Fantasy 7 Remake is a remarkably fun action adventure title that retells one of the most classic RPG's of all time for a totally new audience; marrying a fun story with a new standard for game design. I had my misgivings, but I should have known that Tetsuya really knows how to direct games of this style and thus probably knew exactly what he was doing. Just so long as no one let's him make a card-based version of the FF series, leading to a Chain of Memories style situation, I think we can stand to let him mess around with FF7 to his heart's content. Even if his restless heart won't be content until he's literally remade every piece of ancillary content around FF7 from the games to the spin offs to bloody Advent Children. The man is insatiable.