madbird-valiant said:
Peter Molyneux on the other hand has, on several occasions, promised things that have not only not appeared in Lionhead's games, but that other members of the Lionhead teams have confirmed were never PLANNED to be in them. Peter isn't up himself in the traditional sense, he doesn't think that he is amazing and that the world should bow at his feet, he is just very, very sure of his games. This could possibly be a compliment to his team, that he believes that they could make all these things happen, but it simply isn't possible at this stage.
It took Lionhead something like twenty years to realize they needed to research "Duct Tape that nutter's gob shut." Molyneux is a bit of a whackjob. I like him because he aspires to do something new and interesting. He fails, absolutely fails face first into concrete, but he is aspiring to something greater. Both are suitably entertaining.
Maybe it's my biased perceptions, but Molyneux really strikes me as a decent individual who's trying to build good games for the people playing them. He's just got fantastically poor impulse control when there's a camera on him. Most of the grandiose claims really look like he's spitballing feature ideas for the project in front of reporters. The problem is, he effectively announces features that will never exist because they popped into his head eight seconds ago, and will be gone long before he gets to a pad of paper.
Put this in contrast to, I think it was Derek Smart who used to crow about how he was making the best goddamn game ever, and it would wipe away everything in its path, and then it was some piece of shit that was barely playable.
madbird-valiant said:
Starke said:
The point I was making was the engine supported it. Not that the game actually used it. Nor that there was any reason to do so.
I understood what you were saying, just got a bit snippy that someone thought I was unaware of the existence of KOTOR 2. Not that it was really worth noting anyway.
*Blurgles*
madbird-valiant said:
Starke said:
I'll call this different strokes for different folks. I found it incredibly atmospheric. If you don't buy into that, there really isn't much here, if you do, the game is fucking spades. I will defend the ending though as one of the most brilliant fuck you's I've seen in gaming... well, ever, certainly since System Shock 2.
At the beginning of the game you're given an objective, track down and off Strelok. Everything the Trader give you as quests are for their goal of getting to the center of the Zone, not tracking down Strelok. The fuck you comes in if you're not paying attention to the game, and what your character's motivations are, and are simply following the Trader's instructions like a well trained lapdog. That said, I'd already taken down the brain scorcher before realizing this, but hadn't actually gone into Pripyat. This was on my first play through without digging around online.
As for which bad ending you get? Yeah, that's almost random. But it's kinda not the point. They all come down to you let yourself get used as a pawn by someone else (again) and that's the end.
Well I think it's hardly the gamer's fault considering that that's basically what games usually are, anyway. I'm inclined to say this is just Eastern European developers being wankers, but I won't, since I'm soon to lay hands on Metro 2033 and I sure as hell hope they weren't wankers making that.
And I'll accept the Different Strokes explanation, because honestly I didn't find anything about it very good. I had more fun playing Borderlands, to be honest. And that's saying something.
On the first playthrough it's definitely a roulette gamble on regarding if the player will catch it before they get too far. What really makes me love it is how it does something uniquely different on that front. Actually STALKER does a bunch of things that are rather unique, some of them work better than others. And, I'll readily agree the bad ending doesn't really work that well, because most players miss it on their first pass and end up resenting the game. I think it's a brilliant game design choice, I just think the execution needed better handling.
madbird-valiant said:
Starke said:
Once you get to the Wish Granter you will die. It doesn't matter what you chose to do in the game. You got one of them, but there's no rubric for passing the Wish Granter, the only way to get a good ending is to never approach the damn thing.
It is a very specific fuck you, and it's less forgivable because of the poor translation quality. But a game that slaps you upside the head for playing follow the quest marker is something I can really appreciate as the jaded gamer I am.
I think in my confused daze endgame, glancing through walkthroughs to see what I did wrong, I read something about there being a positive ending with some very specific requirements. I think it was about that time that I uninstalled it off my hard drive.
Case in point. In the second underground lab you get a message about where you can go to find someone who knows where Strelok is. If you follow that then, you get the resources to open up the true ending. If you don't, then you don't. The catch is, that the positive ending doesn't involve the wish granter at all. You have to go someplace completely different in the plant. So it isn't as arbitrary as what the bad endings are.
madbird-valiant said:
Starke said:
As far as I know, there was never a plan for the blight to spread throughout Ferelden as you played through the game. Had there been, or had there been some Battle For Middle Earth War of the Ring type overworld map with RTS interludes that were influenced by your choices, then I'd probably lay off Dragon Age except in that it's writing is bad. But structurally there isn't a lot of difference with the way Dragon Age closes off early areas from say Kotor or Jade Empire. Even Baldur's Gate pulls this... in both games.
Nah, there wasn't a plan to have the Blight spread, it just struck me as similar to how in Oblivion when you find that Kvatch has been wiped out, you're like "Oh, shit, this isn't good", but then it takes another five hours of gametime for you to encounter any Daedra after you take down Kvatch's gate. Anti-climactic would sort of describe it, badly.
Starke said:
There are games that do impose time limits like this, and generally speaking the player hates or resents them. As I mentioned, I could get behind a game that mixes a Lord of the Rings: Battle for Middle Earth: War of the Ring mode overmap, where you're guiding armies around and engaging in RTS battles between roleplaying sessions.
If you're not familiar, Battle for Middle Earth 2 introduced a risk type overmap, with a turn based component. You'd fight over contested regions in small skirmish battles, with places like Minas Tirith having unique set piece battle sites. It remains one of my favorite RTSs, despite being mediocre on a lot of counts for this relatively unique campaign format. (Come to think of it, I'm not sure I ever played much of it's conventional standard single player mode.) Dawn of War added something similar in Dark Crusade, but, BfME2 still did it best.
As I was reading your description, I was thinking "This sounds like Dark Crusade or Soulstorm". And Soulstorm had the added bonus of including the Sisters of Battle, my favourite WH40k race bar the Tau. God I hate myself sometimes.
I generally don't like to mix my genres, which is the main reason why I hated Brutal Legend as much as I did. I can't imagine mixing roleplaying with turnbased and RTS, and it doesn't strike me as three things that would mix particularly well. Turn-based and RTS always make good bosom buddies (the Total War games, for example), but I just can't imagine the point of then cutting from that to a single guy. Talk about diminishing scale.
In a random tangent, because we don't have enough of those...
I've seen a couple attempts to blend RTS with RPG, Dawn of War 2 and the Spellforce games being the most prominent examples. I'm convinced there's some kind of holy grail of epic storytelling here somewhere. An epic where the actions of your party influence the larger war you're engaged in and turn the tide, while still letting you have control of that larger war. No one's gotten it right yet, but the potential really does strike me.
The biggest difference between Dawn of War and War of the Ring is that in the latter you command multiple armies, and those armies really are full on armies, not a handful of units you build up over and over again mixed with some honor guard units.
Taking away I think War of the Rings handles the turn based strategy better. Particularly after the expansion. You field large point capped armies and move them around. It also has a slightly better RPG system than Dawn of War 1, you can build a custom hero unit for the game, and can pick out what skills they get at various levels. Also, units level up as they fight in combat, and they can carry upgrades from battle to battle.
Dawn of War is the better tactical combat, and I love the way Dark Crusade makes buildings persistent on the battlefield. The Strategic Point system (particularly in Company of Heroes) makes far more sense than any resource generation system in any other (ground based) RTS I've played.
So, in short, yes, its a slightly weird idea, but I've played around with it, and would love to see it. I think with a little work it could really build into something fantastic, as a game design.
madbird-valiant said:
Starke said:
Okay, I'm going to take these one at a time.
The Witcher is an MMO line is from Yahtzee. It's hilarious, and true in one respect, there's a lot of fetch me X monster parts quests. At the same time this may be one of the few games I'm aware of where that cliche actually makes sense. It isn't a single player MMO in regards to the writing. Here's a game that really does give you the gray on gray morality Bioware was crowing about, and a choice and consequences system that actually works, really well. The first few are telegraphed pretty openly but after that they start getting slightly subtle, and they have a major impact on the path the story takes.
Yeah, that's where I got that line itself from, but it doesn't make it any less true. I also liken Dragon Age and the KOTOR games to MMOs slightly because of the point-and-click combat style, but less with the questing and such. I played The Witcher for about four hours and was bored to tears. The only reason I was vaguely interested enough to steal it from a friend of mine was because Yahtzee said that there were naked ladies on playing cards or something, none of which I managed to come across. Apparently I'm as inept with women in-game as I am in real life.
Yahtzee not withstanding, The Witcher is a really deep RPG, with a really complex narrative that really does change based on the choices you make. The writing is excellent, the setting is somewhat unique, and anachronistic, for instance, Witchers are refereed to as being "genetically engineered". At its core it's a really great rewarding game. It just takes for fucking ever to dig through to it. If you have the attention span, it's probably the best RPG on the market in years. I have no idea who has that kind of attention span. I got about 40 hours in before getting distracted and wandering off.
madbird-valiant said:
Starke said:
Sacred and Sacred 2 are shit, but I figured I'd throw them out there as possibles. The point is they remind me of Dragon Age's gameplay, though Sacred 2 has laser pistols as drops, which does endear me to the game a bit.
Fair enough. "Looks like you're going to hunt dragons. In the future!"
Yay. Also it has some of the more unique character classes I've seen. The first game is mostly standard fair, a heavy combat fighter, a ranger, a mage, and so on, but then, you also get the Vampire, which handles pretty uniquely. The second game ups the ante a bit. There's a few generic classes, and then an android from some faintly Egyptian civilization, and a separate evil campaign (though I never actually played it.)
For everything the games do wrong, and there's a lot, they do something else unique and interesting.
madbird-valiant said:
Starke said:
Two Worlds crows about being Oblivion on steroids on it's back cover. Honestly, I don't see it. It's really more Diabloesque than Oblivion. I'll readily grant that it's not everyone's cup of tea, but it is a remarkably fun ARPG in that vein. The writing isn't so much bad as hilariously anachronistic. There's some real intelligence in the way the story plays out that's masked by some of the most bizarre dialog I've ever heard in a game. If you can approach the dialog as, it's not English, but some other language, then it actually works... in a really weird kind of way. For example, this one always cracks me up: "A bold man you say? For what purpose prey?"
I'm not arguing that Two Worlds wasn't hilarious, I'm just arguing that it wasn't worth the money I paid for it. Lately I've actually had a serious craving for it, so I've been keeping my eye out, but everywhere still seems to think it's worth $50 rather than, say, $15.
Yeah, I grabbed it for $50 on release. I can't say I'm upset with the amount I spent on it, but I can see where someone who didn't fall in love with the game would.
madbird-valiant said:
Starke said:
Risen and Gothic are basically the same games. They're sort of an adventure type game with RPG elements stuck in. They are also definitely hard core games, with the emphasis on hard.
I'm not that hardcore a gamer, emphasis on hard. I enjoy a challenge, but the sort of challenge that is awesome and tense that you KNOW you're going to win. I'm a pussy like that.
In a rarity, I'm not sure if I've ever finished a Gothic game without turning on god mode. Usually I don't cheat in RPGs unless I'm just messing around seeing what various skills do, but Gothic is the exception to that rule.
madbird-valiant said:
Starke said:
Mound and Blade is many things, similar to Two Worlds it's not. It's a borderline simulation of medieval combat. There's no magic, no elves or other fantasy creatures. Just a fictional world in the 13th century at war with itself. It's very unique in the context, and really unlike any other RPG on the market.
Maybe it was just the horses or something then, because it screamed Two Worlds at me. Apart from Oblivion (which wasn't exactly good at it) Two Worlds was the first game I played with some actual horse-riding in it, so maybe my brain just made the connection there. I honestly can't remember much else about it.
Yeah, I can understand that. What I should point out before you think about picking it up is it is very bare bones. It's a brilliant skeleton, but it's also rather lacking in features. It actually has no main story, for example. It really is a sandbox.
madbird-valiant said:
Starke said:
Don't worry, I can help you through that.
Okay, in all fairness, I don't mean to be too hard on you over this. I used to too, so it's not like I can hold it against you. Bioware's like any fast food chain: its consistent, its got its own flavor, and its not healthy for you.
But it's SO GOOD.
You say that now, but after they've colonized your arteries...
madbird-valiant said:
Starke said:
Alternately take the Big Mac. If you're told consistently that this is the height of what a cheeseburger can be you'll hold that up as the paragon of cheeseburger, and everything else is going to fall short. You could say that's because there's no competition, it is simply the best. But that's simply not true.
Just to let you know, this entire analogy is going to sort of fall flat for me. I've never been a McDonalds boy, and I can't stand Big Macs. Should have gone with Hungry Jack's and Whoppers.
Me either, I'm a Burger King fan. I picked McDonnalds because of their market penetration. That said, fast food in general is a mess.
madbird-valiant said:
Starke said:
The same is true of Bioware's writing. It has a unique tone to it, and if you hold that up as the best writing can ever aspire to, you've changed the scheme of what constitutes good writing, and nothing will be able to compete. But, its not good, its a personal illusion built on Bioware distorting your values.
This isn't a Machiavellian conspiracy by Bioware. They seem to genuinely believe their own hype, but the writing isn't good. Like McDonnalds they're popular. But popularity doesn't equal quality, cases in point.
I've honestly found nothing glaringly wrong or bad about any BioWare games' writing. Maybe it's because I was brought up during the 90's and are, therefore, an uncultured heathen, because I can't stand many "brilliant" pieces of writing either. Isaac Asimov comes to mind.
I don't know, I was brought up in the 80s, and generally speaking I'm a highly educated uncultured heathen. The two largest collections of literature in this room are Comic Books and RPGs. It's kind of a question about where you put your priorities. These days I usually don't have time to work through a 300 page novel. I can get through a six issue trade paperback in a couple hours, so the comics win out because I have the time.
That said, I do try to mix up my reading. The last books I read for my own amusement were Nightwatch and The Last Wish (both translated to English), and I've got a Grey Knights Omnibus around here somewhere that I can haul with me this summer.
The thing that may have contributed to my dislike of bioware, and did lead me to not giving a shit about them before Jade Empire came out on PC was that there isn't much variety. Compare this to, say, Obsidian where there's some common themes between Kotor2 and Mask of the Betrayer, but generally speaking all their titles offer something distinct, by flavor.
madbird-valiant said:
Starke said:
Apocalypse Now, for example is, in a very real sense, the Vietnam War on screen, but it also has a story that transcends going places and killing people, even when that is very explicit the point of the story.
Well yes, but let's not forget that their overhanging objective throughout the film is to go to where Marlon Brando is and kill him. They just crammed in some anti-war imagery and mindfuck sequences in the gaps.
Well, the first part was what I was alluding to. The goal is an assassination, but there's more going on than just that. As for the film being antiwar? Honestly, I'm not sure I can get behind that analysis. Most of the time when you're looking for antiwar themes it tends to criticize war overtly. Full Metal Jacket comes to mind rather immediately, it focuses on the precise psychological dehumanization. Apocalypse Now is more subtle about it, it has Lance dropping acid and then going on a whole peace not war shtick, but his actions get Mr. Clean killed. The destroyed firebase isn't antiwar so much as it is completely chaotic. And the Ride of the Valkyries is probably one of the most pro-war scenes in cinematic history. Hell, that scene almost defines this generation's Pavlovian response to that piece of music. The final evidence that it isn't antiwar is really Martin Sheen's character's need to get back into the war. By the end of the film he's been changed, and gone native, but he's still a warrior or killer, he's simply ejected a lot of the societal norms that he had clung to at the beginning of the film. He's become more monster than man.
madbird-valiant said:
Starke said:
Going back to the Apocalypse Now observation; it and Far Cry 2 are both adaptations of the same work, Joseph Conrad's Heart of Darkness. What's odd is Far Cry 2 actually has a lot of the thematic elements in common with Apocalypse Now. The writing isn't particularly deep, even when it's literally quoting Nietzsche at you. But the story is about more than going places and killing people.
EDIT: Well... some of it is. Some of it is exactly and only that. FC2 goes both ways.
I read that forever ago, can't remember much of it. Wasn't bad. Couldn't stand Far Cry 2, though. And I'd argue that Far Cry 2's story is
exactly about going places and killing people. Just most of it is about going places and the killing people bits are boring. Bit like Assassin's Creed, really.
Well, okay, here's the thing with FC2. For the bulk of the game you're being handed folders full of conflict diamonds to go someplace and fuck some people's shit up, and in a very real sense you approach this without any regard to the morality of what you're doing (particularly in the context of video games). Both factions are illusions, there's no difference, there's no good guys, the message you can extract here is just how pointless this shit is. Most players seem to internalize that and view the game as pointless, but really, its a conscious narrative decision about how this kind of conflict tends to play out. A political statement even.
On the second count we have The Jackal. You're brought in to take him down, and this is one of the places where the game parallels
Heart of Darkness most directly, because The Jackal is all the horrible things you've been lead to believe, but he honestly sees himself as the good guy because he's approaching morality from a different perspective, and by the end of the game your character is in agreement with him, even if you, the player, do not.[footnote]One of the more legitimate gripes about the game is that you loose control of your character at the end. You have to sacrifice yourself. It's probably fair to say that this is because its an adaptation, the game doesn't give you a choice here.[/footnote] He's looking to end the series of brush fire wars by killing everyone "infected" by the war. "Quarantine the patient" he says. He does this while blurbling off about Nietzsche and quoting from
Beyond Good and Evil[footnote]At least I think it's
Beyond Good and Evil, I'm not about to go check to make sure its not from another one of his, but it is a famous Nietzsche quote regardless.[/footnote] the first time you meet him, and in a very rare case, he's actually interpreting Nietzsche from the intended perspective. Nietzsche isn't about the strong survive (though it is an element), its not about personal freedom, its about doing "evil" things for beneficial reasons. Its about rejecting conventional morality for what you know is right.
That I can easily write a full paragraph on each of these points without even stopping, thinking, or really trying to mine out their depths should indicate there's a lot more going on here than just go to point B and kill shit. Its somewhat deceptive, because the game doesn't look that deep at first glance, but there is another layer of material under the surface. So it really is asking relevant questions, something Crysis and Halo really don't do.
madbird-valiant said:
Just to make sure we're on the same page, I definitely do not claim that my opinions are well-reasoned or even valid, they're just my opinions. Hell, I can't stand Avatar because a friend of mine was supposed to see it with me, but then they ditched me at the last minute. Avatar IS crap, though. Pocahontas with aliens bullshit.
I wouldn't know, I think the last James Cameron film I watched had Robert Patrick stabbing people in the face and getting shot in the chest with a grenade launcher. Unless he did True Lies... I honestly can't remember now.