Monday, May 14, 2012
Advance Recon: The Secret World
Technically, since the game hasn't been released yet, this is really more of a "preview" than a "review", but it's still with a critical eye that I will be writing about it, so make of it what you will. The beta weekend provided only a small portion of the game, only worth a few hours of play time, but considering it was only one small part of just one of the areas in the game, "a few hours" is still quite a lot to get out of that.
Right from the get-go, I noticed some issues with connecting to the servers, but that may well have been since I was trying to connect shortly after the beta servers went live and the amount of log-in traffic was a bit too much to handle. I did not notice any major problems connecting later in the day, after the initial rush had died down.
Probably the first thing I noticed once I was in the game was that my framerate was terrible. Not "impossible to play" terrible, but bad enough that I felt it was worth reducing the video settings to an amazingly low level in order to feel comfortable playing it, and my system is not that old. This was particularly interesting because, even at max settings, the graphics were not all that great. Not that the graphics were terrible, mind you, but they certainly didn't seem like they warranted that level of slow-down on my system. I actually had to reduce the resolution of the game, which is something I almost never have to do.
Once I got the game running at a comfortable pace, I was able to create a character and jump in. The beta weekend was restricted to allowing only characters of the Templar society, so that took one of the major options for character creation off the table to begin with. The full release of the game is supposed to have three secret societies that your character can be a member of: the "holier-than-thou" demon hunter Templars, the elitist conspirator Illuminati, and the Asian criminal syndicate Dragon. I am not clear how the different societies impact gameplay. It certainly appeared that at least part of the storyline throughout the game was impacted by being a member of the Templars, but I can't yet identify if being a member of one organization prohibits you from participating in activities with members of other organizations the way Alliance and Horde characters can't cooperate with each other in World of Warcraft.
Speaking of storylines, let's get to my favorite subject in video games: story! As far as story goes, the game does appear to have a major story arc that players play through. I didn't get very far in it, so I can't say much about what the story actually is about, but the player character does not get any dialogue, so don't expect to be playing a fully voice-acted character like in Star Wars: The Old Republic. That said, there are cutscenes where non-player characters talk to you and give quests. The voice acting isn't bad, but it's certainly nothing to write home to your mother about.
Since I can't say much about the story itself, I can at least provide some information about the setting. The game is set in the modern day, and players take the role of humans who have, for some odd reason (seriously, don't ask if you don't want a head full of bee-flavored nightmare fuel) have been inducted into the "Secret World" - yes, they really do call it that in character - and are able to use magic as well as see things that most people either can't see or are simply too disbelieving to admit. These people are often invited to join secret societies that operate toward their own ends. The Templars, based in London, UK, are the descendants of the Knights Templar of the middle ages and are hellbent on destroying monsters and demons, even at the cost of their own righteousness. The Illuminati are a conspiratorial organization who manipulate events toward their own ends and control entire nations from their headquarters in New York, NY, and Dragon are a chaotic organization based in Seoul, South Korea, that are seemingly devoted to the purpose of Chaos itself.
Naturally, the atmosphere begins to form in your mind from these descriptions, showing themes of secret conspiracies, mysteries and Lovecraftian cosmic horror. The fact that so many of these things seem clear can make the Secret World seem a little cliché, but FunCom handled this very much the way Joss Whedon would: by not only making it obvious, but having fun with it too. The meat of the gameplay areas available to players in the beta was in a town called "Kingsmouth" in New England. Just that name probably causes a few people to guess where I'm going with this, and in case that is you, you are absolutely right. The streets in the town have names like Lovecraft Lane, Dunwich Road and Arkham Avenue. Shops have names like "Flagg's Pharmacy", a name that will definitely be recognizable to fans of Stephen King (who, I suspect, also inspired the name of the town itself). All of these little touches will be fun to look out for for those players who enjoy looking for Easter eggs.
From a gameplay perspective, the atmosphere even makes for interesting and creative questing. Most MMOs provide quests in which you have to kill so many of a certain type of monster or collect items from such-and-such location. There are plenty of those types of missions in The Secret World as well, but there is an entirely new type of mission that I've never seen in an MMO: investigation missions. These are missions where absolutely NONE of the work is done for you, not even telling you where to go. No markers are placed on your map, and you are only given indirect hints and clues as to where to go and what to do. For the first time in years while playing an MMO, I actually had to use critical thinking to finish these quests, and it was FUN. Real life facts and information even become useful, which makes it especially nice that there is an actual web browser built into the game client that defaults to Google. I spent hours trying to figure out one of the clues, and practically cheered when the solution finally dawned on me. It reminded me, in many ways, of some older action-adventure horror games like Silent Hill and the earlier Resident Evil games.
As to character customization, well, this is where the game has some major hiccups. When I created my character, there were extremely few clothing options available to choose from. I suspect there will likely be more clothing items that can be purchased in-game (and possibly with real money) to help customize your appearance more to your liking, but it seemed extremely limited at character creation, though it's possible the choices were simply cut down for this limited beta. In fact, one of the oddest things was that the lightest possible skin-tone I could get for my character was incredibly dark (think "Indian with a mild tan" dark), even in comparison to non-player characters throughout the game. I am not sure if this was a problem with the game, or if I just couldn't figure out how to make it lighter.
When it comes to combat abilities, though, customization becomes a whole different game. This game has no class system or levels whatsoever, meaning you are free to play your character however you like. You are given two weapon slots, and a number of abilities that require those weapons, meaning you will be restricted to only two ability "trees" to determine your function in combat, but each type is surprisingly flexible. By fighting in combat or completing missions, you earn experience, which earns your character Anima Points (AP) and Skill Points (SP). AP are then spent on abilities in the ability wheel to determine what combat functions you can have, while SP are spent in your skills to improve your efficiency in certain things.
For the abilities, you get two sets of seven slots to "equip" your abilities: one set of seven to equip activatable abilities, and another set of seven to equip passive abilities. Other than that restriction, you are free to equip whatever abilities you like. There are three categories of weapons - ranged, melee and magic - on the ability wheel, which are then subdivided into three different types of those weapons. What makes this interesting is that each and every weapon type has different abilities, and can be customized to do... well, just about anything you need them to do. I was surprised to find that even my double-pistol wielding 60's Bond-girl parody character had healing abilities with her guns. Equipment, much like most other MMO's, improves your character's efficiency in certain things, like attack power, health or healing, so depending on what equipment your character uses and what skills they have focused on, it seems as though you can manage to build a character to fill just about any role in a group with almost any type of weapon combination.
While it is interesting to explore the different options available to characters, it is important to note that all this freedom definitely can come at the cost of being extremely complicated. While the game is relatively easy to learn early on, activities designed with a group of players in mind might become very complicated to someone who does not have much experiencing min-maxing their character's abilities in MMOs, especially when it comes to endgame activities. It's unclear what the endgame looks like in The Secret World, but we could safely assume it has something to do with grouping up for increasingly hard challenges to earn better equipment, and anyone that hasn't absolutely mastered their abilities will probably fall behind, and I would suspect they may suffer admonishment from other players. In other words, I have a feeling this will be a game that will be hard if it is your first MMO, although learning it shouldn't be too hard if you want to invest the effort.
Altogether, I give the game, or the small bit I experienced of it, 4 out of 5 stars. It's got some flaws, but altogether it is an enjoyable and refreshing change of pace from the usual MMO fare.
Thursday, May 3, 2012
Can Gamers Make A Difference?
This is one problem with gamers today: for all of the amazing things we can do, and even have done, gamers frequently turn off their brains when the time comes for critical thought. When it comes time to think if things can be better, gamers frequently just respond with "it could be worse." We tend to be working stiffs instead of academics when it comes to games. It's always about what button to push at the right time and never a question of why push that button to begin with. But why is that?
Most gamers, like myself, have no drive to create games. We don't enjoy the process. I, for one, would rather live in a world without video games than live my life typing out C-script. We can be incredibly passionate about the games we play, but incredibly passive when it comes to assessing whether or not we're getting what we pay for. I, for example, have taken a lot of crap from game companies that annoyed me, even bothered me, but still kept on enjoying the games they made because, well, if they didn't make them, they wouldn't exist to enjoy at all. However, even I have my limits.
As long as I can manage to enjoy a game, I will usually have no problem with paying money for it. That is, after all, the heart of the concept of capitalism: if something is desirable, then people will pay money for it. But what happens when the game developer/publisher crosses "the line", that event horizon of pleasure at which the product stops being fun and starts being a chore? Well, you get things like what is going on between BioWare and the fans of Mass Effect.
To explain, the main reason Mass Effect's fans have been so riled up over the extremely disappointing ending of Mass Effect 3 is a number of reasons, perhaps least of all being the actual "ending" itself, though I have honestly become reluctant to call it even that. Another big reason fans have been so upset is because of things that were said before the game was released. The game's director, Casey Hudson, made statements, even within WEEKS of the release date, about the ending that turned out to be objectively untrue, and while statements made by a developer generally cannot be considered "false advertising", some of the statements made on the game's promotional website can. To cap this all off, the criticisms of the ending were met with some of the worst public relations response in recent memory, much of which amounted to implying to the fans they were just too stupid to understand the ending. This is where I really draw the line.
It is one thing to claim "artistic integrity" for something you have created. It is a whole different scenario to throw it all back into your customers' faces as an insult. While I personally hold the view that games can be art, I am also of the opinion that business remains business. I have paid hundreds of dollars to BioWare and EA for the Mass Effect series alone. For someone like myself, that is a lot of money. Regardless of their reasons for releasing the game in the state of apparent incompleteness that it has, I am not fond of being treated like an idiot, and I have discovered I am not alone.
Lots of fans got together and found that not only were they not the only people who felt let down, but that, in fact, they were the majority. A large majority. That's an enormous amount of upset customers who were led to believe they were buying something very different from what they got. And for the first time that I've ever seen, they began to organize.
When I was first introduced to holdtheline.com, I was impressed. The website has an incredible, professional look; it functions very well; and the people I spoke with on their forums were delightfully kind, thoughtful and outspoken individuals one would not normally expect from the stereotypes of gamers we see in the media. What's more, many of them not only were upset about the outcome with Mass Effect 3 but also shared many of my views on how the industry has been shredding us, the consumers that are its lifeblood, for every red cent it can squeeze out of us. And, before I knew it, I found myself swept into joining the team working on the newsletter.
I am extremely optimistic about this movement. For now, it is extremely focused on Mass Effect 3, and to some extent on BioWare, but many among us have expressed interest in broadening out and becoming a group more focused on consumer advocacy for video games. HTL may well be a force for crafting the future for video games, and I think that, if it can, it would be a much brighter future. So, for now, I will hold the line, and I hope that perhaps some of you who might read this will too.
Friday, April 20, 2012
I Don't Get Resident Evil
Wednesday, April 18, 2012
Filling Swiss Cheese: Explaining ME3's Ending Without Indoctrination Theory
Here is where we meet our next major plot hole. If TIM is actually Indoctrinated, how is it that he is able to seemingly control Shepard and Anderson through Indoctrination? This is simple, naturally. TIM is a puppet of the Reapers, and the Reapers are in full control. He only thinks he has free will because the Reapers let him. Meanwhile, the Reapers exert their own control on Shepard and Anderson, killing to birds with one stone: Shepard and Anderson are reminded of the power the Reapers hold, and TIM continues to be a willing pawn doing the Reapers' bidding without even being aware. The alternative in this scenario would be the Reapers attacking directly, but they would deem this too dangerous because it would risk damaging the Catalyst. More on that in a minute.
Thursday, April 12, 2012
Entitlement, Methinks Thou Doth Protest Too Much
Thursday, April 5, 2012
Can "Mass Effect 3: Extended Cut" Fix the Ending?
So, this morning BioWare announced "Mass Effect 3: Extended Cut", a free downloadable content extension to the ending of the game that is supposed to help clarify some of the things people were confused about as well as provide closure through " additional cinematic sequences and epilogue scenes," due to be released sometime this summer. These words suggest to me that what I wrote the other day is correct: the so-called "Indoctrination Theory" is wrong. The ending we got is, for better or worse, exactly as bad as it seems.
So, now that we have some idea of what BioWare is doing to address the concerns of the fans, will it manage to satisfy those who have been so angered? Maybe. BioWare's founder and CEO, Dr. Ray Muzyka, has stated that he believes they've managed to find the right balance between addressing the biggest issues the fans had with the ending, while also maintaining the "artistic integrity" of the team (I put "artistic integrity" in quotes mainly just because I don't think the original ending had much "integrity" in it at all).
First, we have the problem of the destruction of the Mass Relays themselves. It is established canon in Mass Effect, starting with the Arrival DLC for Mass Effect 2, and reaffirmed in the Codex in Mass Effect 3 itself, that rupturing a Mass Relay will release an amount of energy roughly equivalent to a star roughly the size of our sun going supernova. This would mean that destroying ALL the Mass Relays throughout the Milky Way would cause untold amounts of destruction, becoming, effectively, galactic genocide. Now, since the energy released during the ending of ME3 is a special color, we might assume that this is somehow a special case that would NOT cause said destruction. This leads to another problem, however: galactic populations and the importance of trade.
There are two significant species in the Mass Effect universe, the Turians and the Quarians, whose biology is based upon dextro-amino acids, as opposed to levo-amino acids, which almost every other sentient species in the galaxy is based on (yes, including humans). Now, at the ending of the game, when the Mass Relays are destroyed, huge numbers of the military force of both of these species, and perhaps even the entirety of the Quarians in the galaxy, are in the Sol system, on or orbiting Earth. Dextro-based lifeforms cannot subsist on levo-based foods, and it is almost unheard of that the two would be found in the same star system, meaning that neither of these two species would be able to survive indefinitely in our solar system. Since the Mass Relays are the only means of traveling rapidly across the galaxy, that leaves only conventional Faster-Than-Light travel, meaning that if they started traveling immediately, it could be years, perhaps even decades, before they reach a star system with any renewable food sources.
Now, even worse than the idea that these two huge fleets would starve to death is the idea that, with so many billions of people of all different species stranded in the Sol system, which has only one habitable planet, how could all those people survive long on such limited resources? It seems inevitable that war will break out sooner or later as groups begin fighting for survival against starvation, unless they can manage to discover the technology to build Mass Relays on their own REALLY fast.
These are just the BIGGEST issues I feel would have to be addressed in an "extended" ending. There are others, but those are the biggest, and certainly not the only ones that would need to be there for me to feel like it's even worth it. Other issues include:
The fate of your crew. The crew of the Normandy includes a Turian and a Quarian, who, along with the rest of the crew, are stranded on an uninhabited garden world. Either the life on that planet is levo based, in which case both those characters will inevitably starve to death if they don't die of an allergic reaction first, or it is dextro based, which means everyone else will starve to death.
The Catalyst and the Crucible. It is still entirely unexplained how the two devices, built hundreds of thousands, if not millions, of years apart with no prior knowledge of the existence of the other, become somehow compatible. Did the Reapers design the initial version of the Crucible? Is the Catalyst just magic? The convenience of this is never even mentioned, let alone explained.
The Reapers. So, the Reapers were created to harvest organic life every 50,000 years before it can develop synthetic life that will destroy them? Ignoring the circular logic there for a moment, what exactly does that mean? Who created them to do this? Does this mean they just ignore the Geth, an already existing synthetic lifeform? More than that, they actually through the course of the game EMPOWER the Geth by providing them with more advanced technology. If synthetic life is so dangerous, why make them MORE dangerous? Furthermore, if the Catalyst "controls" the Reapers, as it says it does, does that mean the Reapers are not really AI because they have no free will? By extension, since the Catalyst is all of a sudden able to do something differently but can't (or won't) do so on its own, does that mean that it isn't truly an AI? I have my own theories, but they are all based entirely on conjecture at this point. While some things can be vague, things being too vague can just become ridiculous.
And finally, pardon my French, but what the fuck is "Synergy?" In the Synergy ending, in which all life, synthetic and organic, are supposed to be merged somehow to create a "perfect evolution" somewhere between the two. What does that mean? We see that the Normandy's crew, climbing out of the crashed ship, now have glowing green "circuitry" on their skin, including EDI, who was already a machine, so are we to assume that the green "circuitry" is also somehow representative of organic life? Does it flow with glowing, digital sap?
Okay, that last one is just me ranting a little bit, and I really don't care that much, but it does feel nice to just let my mind screw around with it. As for the rest, though, these are legitimate concerns I have. I could accept an expanded ending if it at least addresses these clear problems. It doesn't need to be perfect, but I would at least like to know if these major questions can be answered. If not, then it will just seem like a Band-Aid on a bullet wound.