My clumsy adventures into Let’s Play territory continue! A few personal friends and I have started a Youtube channel called Insert Game Here. The first game we’re covering is Super Mario Sunshine. Here’s episode 1:
And here’s episode 2.
Yes, I know the audio for our voices isn’t great. What I don’t know is why episode 2 is so much quieter than episode 1. Bear in mind that I’m not doing the editing this time.
We haven’t decided on what sort of release schedule we’re going for, and we don’t know what we’ll be able to keep up with until we turn this into a routine. Our own work/school schedules tend to conflict with one another, so we don’t know how often we can record episodes. I guess we’ll find out. The important thing to note is that since I’m not editing or uploading the videos, you don’t have to worry about me being lazy and putting off episode uploads for long periods of time.
Alright, now I want to explain what I was talking about with regard to moving platforms in episode 2. I was hoping Aeroguns would add a diagram like I suggested, but he didn’t. In a nutshell, most game devs haven’t figured out how to incorporate the law of inertia into their physics engines yet. The law of inertia states that an object will maintain its velocity until acted upon by an outside force. When I started talking about an airplane and making hand-gestures you couldn’t see, I was talking about this:
If someone or something were to drop out of a moving plane, it wouldn’t just dive straight downward; it would begin moving in the same direction as the plane, and then gravity and wind resistance would gradually turn its direction downward. The same applies if you jump in an elevator, or off the roof of a car as Aeroguns suggested. (Don’t try that at home, kids!)
But in a game, when you jump off of a platform or in an elevator, your momentum isn’t preserved at all. If you jump in an elevator moving down in a typical FPS, you’ll suddenly fly up to the ceiling, and then slowly glide back down to the bottom, and then take falling damage when you land. That’s not how physics works.
Anyway, in other news: Holy shit, has it actually been almost two months since I last updated this blog? Geez. Sorry about that, guys. I got a new job last month, but that doesn’t explain all of the inactivity. I’m gonna try to post more in the near future.
It isn’t too late for a Games of Note 2012, is it…?
Hey, do you guys watch Game Grumps? I do. I love JonTron, I love Egoraptor, and I think their Let’s Play show is great so far. I’m especially loving their playthrough of Sonic 2006. I had no idea how bewildering the game is. It’s like every single level has at least one thing horribly, hilariously wrong with it.
Recently a lot of Game Grumps fans have become frustrated by the Sonic ’06 playthrough. I’ve noticed many comments on Youtube and the GameGrumps subreddit complaining about them missing obvious hints about where to go and what to do, and then getting stuck. Here’s an example from today…
In the episode they don’t know what to do when they get to the water. They know Silver (the character they’re playing as) has telekinetic powers, but they don’t know how to use that to get across a very long jump. They try lifting a crate and moving it across with them on top, but it wouldn’t go far enough, and the crates don’t float above the water, so they just die as soon as their power runs out.
When you first reach that point, Silver says “I think I can knock that structure down.” He says it once, without warning. He doesn’t repeat it unless you die and get to that point in the level again. This happened. I think it popped up a total of three times. What this means is that you’re supposed to throw a crate at the wooden structure-thing far ahead of you, which will knock it down so you can jump onto the platform.
So people on Youtube and Reddit tell them they’re idiots for not noticing it.
Here’s the thing. I used to get angry about stuff like this too. I used to get so frustrated whenever (say) Josh on Spoiler Warning made some stupid mistake or couldn’t tell where he was supposed to go even though it was obvious. It used to make my blood boil. “I know he’s a smart guy, how can he not see this shit?!”
Then I tried making my own LP, and I realized that it’s harder than it looks to us viewers. As a viewer, all you’re doing is watching and listening. Jon and Arin are watching, playing the game, having a conversation with a friend, and making sure they aren’t being too boring for the show. You have to divide your attention between your game, your friend, and your show. If you focus on the game, your show will be boring. If you focus on providing entertainment for your audience, then, well, you’ll make stupid mistakes in the game now and then, as Jon and Arin do.
This is harder than it sounds. Don’t believe me? Try it yourself. I have, and I can attest that it requires a lot of practice to make your show anywhere near watchable while also not completely fucking up in the game. But if you’ve never done it, it’s impossible to tell from watching.
Now, as for this particular problem Jon and Arin ran into, let’s consider the following:
As I said before, Silver only makes the comment about “knocking down a structure” once. Well, once per life spent.
Most of the tips in Sonic ’06 are vague at best and flat-out useless at worst. And if we’re talking about what Sonic (or Silver, or any other player character) says out loud, well, I can’t tell you how many times he says something stupid and unhelpful. It’s no use!
This is the first time the game has ever required you to knock down any structure whatsoever.
The structure is pretty damn far away from the platform you’re on, and it doesn’t really stand out. Hell, I saw Silver’s “hint,” and Iwasn’t even sure what they needed to do until they spent several minutes trying to figure it out.
So yeah, if anybody is willing to say this is completely Jon and Arin’s fault rather than the game having bad presentation and horrible design, then I’m not sure what to say to that.
As I said at the beginning, I’m a fan of the show, and I’ll admit that that probably affects my reaction to all this. But I’m also speaking as someone who’s tried his hand at LPing, and I can tell you it’s tough work to do well. It’s easy to think someone is an idiot because he made some stupid mistakes in his LP, but remember that playing a game for a co-commentator LP is very, very different from playing a game by yourself, for yourself.
So, uh, we kind of accidentally had Shamus and Josh from Twenty Sided show up at the 2:26 mark. We’d forgotten we were sitting in their ventrilo server doing nothing.
For some stupid reason the last four minutes of the video got chopped off during the uploading process. I blame Youtube. Sadly, this means you don’t get to see Jarenth lose against the boss, and then against me in the arena. Yeah, I totally beat him in the arena. Twice. Though the first time wasn’t exactly fair (I jumped on a horse).
Also, I know why my voice audio comes before Jarenth’s; it’s because internet lag is a thing. What I’m wondering is why my voice audio comes before the in-game video and audio. If you pay attention you’ll notice that I talk about things a second or two before they happen, or as they happen. It’s something to do with Fraps, I’m sure.
Anyway, this is the last episode we recorded right at the start. Now we actually get to play it again! Stay tuned.
I want to talk about Borderlands 2, but first, for the sake of not feeling sleazy, I have to offer a disclaimer.
Earlier this year, I interned at Gearbox Software.
It wasn’t a long internship; I was only there for a week. I’d tell you about what things I did or what my experience was like, but I’m legally obligated not to.
I’m telling you this just in case of the possibility that working for Gearbox has made me biased with regard to their game. I don’t really think it has, since I can wholeheartedly say that I’m not looking forward to Aliens: Colonial Marines, that I don’t care even slightly about the Brothers in Arms series, and that the dev team unofficially calling an easy-to-use skill tree in Borderlands 2 “girlfriend mode” is nothing short of disgraceful.
But you’re free to conclude for yourself whether or not I’m “biased,” I suppose.
Anyway, now to talk about Borderlands 2.
Actually, no; first let’s get everyone up to speed. As I’ve said before, Borderlands was a game I both loved and hated. The most novel aspect of the game was easily the gun variety. There were so many guns ranging in varying aesthetic styles, from the old-fashioned Jakobs six-shooters to the sci-fi themed Maliwan elemental blasters to the military-esque Dahl weaponry. And more importantly, all these guns had different attributes that really affected gameplay in meaningful ways.
Gearbox took the old dungeon crawler template of providing a bazillion different weapon drops of varying stats, but instead of the usual “critical hit chance,” “arcane resist,” “dexterity” and whatever other small numbers that mean nothing to me in terms of running around and hitting bad guys with a sword, these weapons affect things like reload speed, weapon capacity, and accuracy. Yes, both of these hunks of metal are shotguns, but while that shotgun deals more damage and reloads more quickly, that shotgun has far more accuracy so you can deal more damage from a distance.
What this means is that different weapons will appeal to different people based on their own individual playstyles. As you’re looting all these guns, you have to look at them not in terms of which has the highest damage per second, but in terms of how you would use it. This made weapon choice feel more important and more interesting than many of the Diablo-style murder-a-thons that Borderlands took inspiration from.
Unfortunately, while constantly looting guns and swapping them out to find the one that was just your style was a blast, the rest of the game felt rather stale. The environments were samey, the interface was messy, it was plagued by a multitude of bugs, and worst of all, the narrative felt like a total afterthought. The plot was so simplistic it was practically nonexistant, and the NPCs never moved or did anything interesting while on screen, so the game never felt like much more than an endless cycle of shooting dudes, looting corpses and trying out guns.
If you got some friends to play with you, the social experience combined with the gun variety made it just enough fun to overlook all that. I played through the game four times, but I never really felt satisfied with it.
Now that I’ve finished Borderlands 2, I can say that I’m still feeling the love, but I no longer feel the hate. Unlike its predecessor, I feel it’s safe to say that Borderlands 2 is unqualifyingly really damn good, even in single player. And I’ll tell you why:
This man is why.
Anthony Burch, the guy behind Hey Ash, Whatcha Playin’? He’s who they got to handle the writing for Borderlands 2, and he did a brilliant job.
I think the best example of how well he handled the material is with Claptrap. Like many others, I hated Claptrap in the first Borderlands. They tried to sell him as a cute, helpful little robot friend, but he didn’t fit that role. He was so irritating, noisy and intrusive that he’s become infamous among gamers. Even fans of the game generally found him detestable.
Having said that: I love Claptrap in Borderlands 2. And he wasn’t replaced with a different character who also happened to be named Claptrap, like Shaundi was in Saints Row 3; all they had to change was the way he’s perceived by the rest of the world. In this game, Claptrap isn’t presented as a cute robot friend; he’s treated as the annoying friend that nobody else in the group really wants to deal with. Nobody is outright cruel to him, but they don’t respect him either. They treat him like what he is; a necessary nuisance. He has good intentions, but he’s irritating as hell, and this time, everybody knows it.
He’s still the same character, but this time he’s endearing and funny. He managed to make me genuinely laugh more than once, and he’s not the only character who did so. This is the biggest improvement upon the original: the writing, and more specifically, the characters. The people in this game are varied, charming and funny, and they interact with one another in great, memorable ways. This is because Gearbox went out of their way to get an actual talented writer (Anthony Burch) who knows how to write solid characters for a comedy.
The most memorable character in the game has to be Handsome Jack, the antagonist. He’s a completely caricatured Saturday morning cartoon villain who goes out of his way to tell you that you suck and he’s totally going to kill you. He’s rich, he’s smug, and he wants to rule the world through ruthlessness, imperialism and money. Here’s a few lines of dialogue near the beginning of the game…
Stuff like this is all over the game. It’s great.
What surprised me, though, is that there’s actually a character underneath the humor. Without spoiling anything, he actually does have cares besides money; there actually is a human being underneath the evil. He is an undoubtedly evil character, but he’s fairly three-dimensional. And that goes for a lot of the main cast. The attention to detail with the characters and dialogue is impressive. And I think part of why the main supporting cast members are appealing is because they actually join you in a few missions, which makes them seem far more real than the MMO-style Borderlands 1 NPCs. It makes you feel like they’re actual people who care about what’s happening in the world.
The story is also a lot more involved and a lot more detailed than that of Borderlands 1, though I suppose the bar wasn’t set that high. It isn’t extremely complicated or profound, but it’s certainly competent. Your goal is established effectively at the start — Handsome Jack took control of Pandora using the riches of the Vault from the first game, and you want to stop him from being an evil jerk. The good guys are introduced, and you’re given adequate motivation to want to protect them.
Unlike Borderlands 1, the story has various twists and turns that make the journey more compelling, and unlike Borderlands 1, you actually know what the hell is going on. The first game’s story is so simplistic and yet there was so much left unanswered; most notably, who was that “guardian angel” character, and what was her motivation to help you reach the Vault? Again, without spoiling anything, those questions are thankfully answered in the sequel.
Most of the other problems with Borderlands 1 have also been fixed. The environments are hugely varied; you start off in a snowy, icy region, and throughout the game you travel through grassy plains, swamps, deserts, caves, industrial complexes, and an urban city. This makes progressing through the game much more engaging. There’s also more enemy variety, which makes the combat feel less samey. The weapon proficiency system has now been replaced by a “Badass Rank” system that works entirely differently, so you don’t feel compelled to restrict yourself to one weapon type anymore. The interface has been cleaned up a fair bit, so you won’t have quite as much clicking in the menus.
And to top it off, the PC version doesn’t feel like a sloppy port this time around. A great deal of effort was put into making it feel like an actual, you know, PC game. Matchmaking is integrated through Steam instead of Gamespy, you can skip the stupid splash screens at the start, and it gives you all the options you’d expect. Hell, it lets you adjust your field of view. How many PC games give you that option these days?
When the game first came out I was shocked by how many reviewers called it “Borderlands 1.5″ and claimed it just felt like “more Borderlands.” I can only see that attitude applying if you pay absolutely no attention to the narrative, and even then, there’s a great deal of environment variety and enemy variety we didn’t see last time around. Borderlands 2 isn’t Borderlands 1.5; it’s Borderlands 2: The Awesome One. It’s what Borderlands 1 should have been, and I’m glad to see Gearbox learn from their mistakes.
If you really, really disliked Borderlands 1 down to its very core, then I guess you won’t like this one either. Like Borderlands 1, you spend a lot of time gunning down bandits and monsters, looting their corpses and picking which guns to use in the next fight. Like Borderlands 1, the game’s fairly buggy. And like Borderlands 1, the ending is an anticlimactic cliffhanger. (Though it’s considerably better this time because you actually understand what the hell happened.) But if you thought Borderlands 1 was a neat concept with a lot of rough edges like I did, then I think you’re gonna love Borderlands 2, and I’m pretty sure I don’t just think that because my name is in the credits.
As you may gather from watching the first five seconds, this episode was recorded immediately after our first one. (It took so long because my upload speed sucks and it takes something like five hours to upload a bad-quality ten minute long video, and because I’m lazy and don’t want to do that.)
In this video and the ones preceding it, my voice is picked up before Jarenth’s. This is because my voice is picked up directly through Fraps, while Jarenth’s is delayed because internet. This is why it sounds like I’m constantly interrupting him. I figure this has to do with us communicating through the Castle Crashers built-in voice chat, because I don’t think Ventrilo has the same delay to it. We would just disable Castle Crashers voice chat and use Vent, if the game would let us do that, but it doesn’t, so for now I think we’re stuck with this.
Also, like the stupid that I am, I wrote in my previous post about how this game could be interpreted as sexist, and forgot that I brought that up in the very next video. Whoops.
Several days ago, a kind soul who goes by the name of Duneyrr gifted me XCOM: Enemy Unknown. It’s half turn-based strategy, half management sim, and all-around a really good game. I’m impressed by how absorbing and challenging it is while also being very accommodating to newcomers. Maybe someday I’ll sing its praises, but right now I want to talk about a serious problem I have with it, a problem that’s made me rage-quit more than once.
In case you’re wondering: Yes, I did name her Felicia Day. And she ended up being my first Colonel, and my first Psychic. I think the game is trying to tell me something.
In XCOM you get a lot of soldiers. There are four classes (Support, Heavy, Sniper, Assault) and each soldier’s class is determined at random. Each soldier can equip one item for each battle. (Well, except for high-level Support troops who can carry two, but I digress.) “Items” include things like scopes that improve critical hit chance, grenades, protective vests, and importantly, medkits.
When a soldier is shot down in the field, he has a chance to become critically wounded instead of immediately dead. A critically wounded soldier is disabled and in three turns, he will die. In that time you can save him by either eliminating all hostiles and completing the mission, or having another soldier reach him and use a medkit to stabilize him.
So what happens if a character holding a medkit is critically wounded? “Surely,” I hear you wondering, “it would be logical for another soldier to reach her, take her medkit from her disabled body and use it to stabilize her?”
“Well,” I bitterly reply, “I guess Firaxis thought that would be too easy, because instead the answer is that you can’t do anything about it. If you don’t have someone else with a medkit, you’re pretty much fucked.”
“But there’s a logical explanation for this, right?” you inquire.
“Nope.”
The metagame reason for this is because items cannot be exchanged in the middle of battle. A soldier’s item(s) is/are glued to her. From a design standpoint, this makes things a lot simpler to program, and for the most part it’s never a big deal since you always give each soldier the item that best suits her role. (Scope for the sniper, medkit for the support, etc.) But in this particular situation, there’s obviously a very valid reason for why you would want one soldier to take a medkit from another.
You can argue that this is the designers’ way of providing an added challenge for the player. You can say that this forces you to be more careful about who you give the medkits to and how you use your medkit-carrier on the field. (I’d say that there’s already so much challenge for you if you play on the higher difficulties that it doesn’t really need this layered on top, but whatever.) But this is sidestepping the real problem, which is that there’s no explanation for why you can’t do it in the logic of the game world.
If they weren’t being lazy and actually intended for this to be a deliberate feature, they could have acknowledged it somewhere. They could have had an NPC explain that the medkits aren’t handheld objects and are actually attached to the armor of the user. Or something. It’s not that far-fetched, since some of the items clearly are things you can’t easily pick up and give or take, like the protective vests. As it stands, there’s just a black void where the answer should be.
See, this isn’t necessarily a problem with regard to game balance; this is a problem with immersion and cohesion.
Allow me to get off-track for a moment. There’s this show called Tasteful, Understated Nerdrage, where a guy talks about in-depth concepts in video game storytelling and world-building. Here’s my favorite episode:
In the episode he talks about how a multimedia experience like a video game can become something much greater than the sum of its parts when all those parts work together to create a cohesive, effective whole. You see, XCOM isn’t just a turn-based combat sim. The combat is part of something much greater. XCOM creates a big, organic, adaptable story about you trying to save the world from an alien invasion. For the most part, all the different parts of the game (the research, the engineering, the recruiting, the fleet commanding, etc.) all fit effectively as part of this.
The combat is probably the most important piece of the puzzle, since it’s what you spend a huge amount of time interacting in and how you handle the combat greatly affects how well you succeed or how horribly you fail in your overarching mission. And while turn-based combat is obviously not meant to accurately portray how a real combat scenario would look, it symbolizes real combat, and it’s important that the metaphor is consistent with itself.
And in this case, that metaphor falls apart. I can see what the medkit item looks like. It looks like a handheld object. And every soldier knows how to handle medkits; this is a fact established by the game. But for no apparent reason, one soldier can’t take a medkit from another incapacitated soldier. This breaks the illusion of the combat, which breaks the illusion of the game. You might call this a nitpick, but it comes to slap you in the face whenever one or more of your support troops goes down. (And if you play XCOM, you’ll know that this sort of thing happens a lot, whether you want it to or not.)
So, there’s my gripe. An unfortunate flaw in an otherwise (mostly) great game.
New half-episode! The opening frame montage thing still isn’t working properly. I tried adding a filler frame before Jarenth’s, on the hopes that it just cuts out the first frame, but it cut out both.
So the monsters kidnap a bunch of helpless princesses, the dudes come kill the monsters, and then kill each other over who ‘gets’ the princess. And then she kisses the winner.
Surely I don’t need to point out what is sexist about this.
You can defend it by saying, “Oh, well, it’s an homage to classic tropes! It’s the hero rescuing the lady, etc.!” or “Well this game shouldn’t be taken seriously, it’s just trying to be silly and funny!” And maybe I’d buy either of those defenses if we weren’t seeing the same trope(s) everywhere else. That’s the thing about games with sexist tropes: They don’t exist in a vacuum. They offer sexist concepts to their audiences. Of course Castle Crashers alone won’t convince me or anyone else to be sexist and think of women as objects for us men to obtain; it’s the fact that so many stories that we consume carry that same message.
Am I saying Castle Crashers is bad because of this? No. I’m saying we should be wary of these tropes and the effect they have on our community.
Jarenth and I are doing a new Let’s Play! And it’s not of a laughably terrible game this time.
Also, we came up with a name for our show other than Jarenth and JPH Play. Clever, right?! It was Jarenth’s idea, I think.
You may have seen Jarenth mention this on his site awhile ago. Yes, I’ve had this episode on my hard drive for awhile. It took me so long to upload it because my connection is fairly slow. Also, for some reason Youtube appears to have almost entirely chopped off the opening slide that shows Jarenth’s avatar along with a line of text saying “A mild-mannered glowing eyes man…”
I’m not sure how, or why, this happened. The video on my hard drive doesn’t have this problem, so it’s probably Youtube’s fault. Whatever. Also, sorry about the echo of my voice. I think that’s Jarenth’s headset being stupid.
Anyway, now I can explain what I was saying at around the 4:20 mark: Castle Crashers seems to be a casual beat-em-up for nerd parties, but it comes with a lot of elements we associate with RPGs: Weapon collection, leveling, character unlocking, stat building, etc. It seems strange to me. This seems like the sort of game you’d play through maybe once with some friends, but it looks like they designed it with the intention of you playing it over and over again with the same friends so all of you can unlock and try out all the different weapons and characters.
And one issue with character unlocking is that every character starts at level 1, which means that if you decide to try a different character, you have to start out at level 1 again, and if your friends are sticking to the same characters, then they’re getting ahead of you.
I’m not saying these are bad things to put in a game like this; it just seems strange.
Jarenth’s post about the episode can be found here.
She’s beautiful, she’s thoughtful, she’s well-rounded, she’s smart, she’s lively, and she understands me. She’s so perfect for me.
Her name is Mark of the Ninja.
Mark of the Ninja is the latest game by Klei, a dev team previously known for Shank. Shank was a 2D beat-em-up that took influence from hack-and-slashers like God of War and Devil May Cry. It was all about stringing together combos of light, medium and heavy attacks to beat down varieties of enemies. I liked it quite a bit, mostly because of the visceral feel. The combat flowed remarkably well, and it carried a great sense of kinesthetic immersion; it made you feel like you were really brawling, even though all you were actually doing was pressing buttons and waggling a joystick. It’s one of the few games I can think of that made me feel feral when playing it.
Mark of the Ninja, on the other hand, is a stealth game where you play as a ninja and prowl in the shadows, sneaking past security and assassinating targets. The devs have said in interviews that their motivation early on was to make a ninja game that actually required you to act like an archetypal ninja, rather than almost all other ninja games that basically just consist of beating up armies of baddies.
And let me just say that they succeeded with flying colors. This isn’t just a stealth game; it might be the best stealth game I’ve ever played.
The game runs on a platforming engine, but there isn’t a whole lot of precision platforming involved. The gameplay is mostly about precision timing. I’ve said in the past that at its core a stealth game should feel like a puzzle game, and I stand by that thesis, because that’s exactly what this feels like. Each encounter with guards requires you to analyze the situation and choose your own method of overcoming it.
You have a number of tools at your disposal, and more become available throughout the game — you can shoot bamboo darts to break lights or distract guards, you can throw noisemaker arrows, you can drop spike traps on the floor, you can hurl smoke bombs, and so on. Pacifism is always an option, as is meticulously stabbing each and every guard until the only living creature within three miles is you.
Each level tends to have its own gimmicks that affect the gameplay without forcing you to relearn everything from the ground up. A few levels take place outdoors in a thunderstorm, so every time lightning strikes, the entire area is lit up and enemies can see you for just a moment. There’s one level that takes place in a sandstorm, so you can’t see past a certain distance. A few levels are littered with deadly traps. None of these are jarring like the vehicle sections in your typical shooter; you’re still playing the same game, but the changes force you to look at situations differently.
The levels are big and sprawling, and reward diligent and careful exploration. Each one has three optional challenges and three hidden scrolls; finding the scrolls and completing the challenges gives you points to unlock more tools you can swap out. None of the tools are particularly overpowered or game-breaking, but they add more variety and can help give you an edge in the later levels.
There’s a common tendency for otherwise good stealth games to force in out-of-place combat sequences, usually toward the endgame. (Thief: The Dark Project, Metal Gear Solid and Deus Ex: Human Revolution are all guilty of this.) It’s generally done to ramp up the tension. It’s the kiss of death for stealth games. At best it’s jarring, since we’ve spent the whole game learning to be sneaky and suddenly can’t use the skills we’ve acquired up to this point; at worst it’s dreadful, because the engine is designed for stealth and not combat.
Amazingly, Mark of the Ninja never does this. I kept expecting to run into a boss battle or a bunch of gun-less guards and have to punch them out, but that moment never came. And I’ll tell you why it never happened: because the folks at Klei are smart. They knew exactly what they wanted to achieve with this game and how to achieve it. The game ramps up tension not by throwing you into a boxing match, but by introducing more threatening guards that are more difficult to sneak by or defeat, and by setting up more complex situations where you’ll have to use strategy in order to get by without being spotted.
Completing the game isn’t extremely difficult, but there’s a New Game + mode that introduces additional challenges. And you can always challenge yourself to, say, complete all the levels without killing anyone. Or without using any items. Or without breaking any lights. The list goes on.
This game has a wonderful checkpoint system. The checkpoints are plentiful and you’re rarely expected to repeat long encounters you’ve already completed. And crucially, if you screw up, you can instantly revert back to the last checkpoint without an unnecessary “You Are Dead!” screen or even a loading screen. It hits that wonderful Super Meat Boy sweet spot where each failed attempt leads straight to the next one, so the game can be challenging while rarely being frustrating.
“I find Mark of the Ninja to be perfect. Let it stand as the benchmark by which all stealth games are now measured.”
My initial reaction was, “Oh, come on. That’s got to be hyperbole.” But now that I’ve finished it, I think Destructoid is onto something. I’m still a firm believer in the notion that No Game Is Perfect, but this game is the closest to perfect that I’ve seen in a long time.
Before I leave, I’d like to give a big thank-you to Varewulf for gifting me this game. And also a big thank-you to developer Klei for making it. You two gave me the opportunity to feel like a ninja, and I can’t thank you enough for that.
I recently reached level 80 in Guild Wars 2. This marks the first time I’ve ever reached the level cap in an MMO. For the most part, it’s a very finely crafted game that can appeal to many different people. There’s exploration, fast-paced and aesthetically appealing combat, structured PvP, unstructured PvP, piles of interesting lore, and the whole world is beautiful and lovingly stylized. If you play with a few friends, it’s an absolute blast. It can even be a lot of fun if you’re playing as a loner. It’s highly accommodating.
And then there are the dungeons.
This is me hiding under my associate’s robe, in case you were confused.
Ascalonian Catacombs, or AC as it is now known by historians, is the first dungeon in the game. Bear in mind that the rest of the game works very differently from the dungeons. One of the major selling points of Guild Wars 2 is that the quests and events involve fighting alongside other players without actually having to communicate with them. Anybody who deals any meaningful amount of damage to a monster gains experience for its death, and anybody who contributes to an event’s completion in any way gains rewards afterward. It’s a great way to streamline MMO questing and preserve game flow while also making you feel like you’re contributing to something bigger than yourself.
The dungeons, by contrast, are instanced and encourage (i.e. require) you to join or form a party of five before entering. These are the only places in the game that actually emphasize collaboration between players. (Excluding PvP, but fuck PvP.) This means that Ascalonian Catacombs is the first time the player is expected to actually collaborate with other players.
So, exactly as you would expect, the dungeon is gruelingly difficult to the point of frustration and tedium.
Wait, what?
Us staring hopelessly at the battleground where we will die.
Each dungeon has two modes: Story mode and Explorable mode. I’m not sure if ArenaNet understands what the words “story” and “explorable” mean, because Explorable mode doesn’t have any more exploration than Story mode, or any less story. The way it actually works is that you’re supposed to do story mode first; Explorable mode is a more difficult version of the dungeon that continues the story after Story mode. What they should really be called is Part 1 and Part 2, or perhaps Hard Mode and Fuck You Player.
On our first attempt at story mode, we Total Party Wiped on the second room. The room consists of at least three dudes that each have powerful abilities and massive health bars, and there are several traps that can kill you in one or two hits. Any reasonable game designer can tell you that that’s horrible pacing. Difficulty is a complex thing and it’s hard to get it exactly right, but as a basic rule of thumb, you generally want to introduce one extremely lethal game mechanic at a time. Don’t combine these two elements until we’re acquainted with both.
Tell me this isn’t the dumbest looking ghost you’ve ever seen. This asshole is the boss.
The boss encounters are generally exercises in watching for hard-to-spot attacks that kill everyone in the room if you don’t dodge at the right time. Both the final boss of Story mode and one of the mid-dungeon bosses in Explorable mode have an attack that instantly pulls everyone toward him, and then deals a big AoE attack that is absolutely guaranteed to kill you. You can dodge it if you press the dodge button right as he’s telegraphing it, but his telegraph can be hard to spot. Oh, and since this is an online game, input lag is always, always going to be a thing.
And by the way, that’s a problem in general with the combat, not just with those individual bosses. The dodge ability is something every player has, and it’s essentially about a second (or even less than a second) long move that makes you dodge all attacks while in effect. This is one of many examples of the game trying to make itself feel like an action game. And it works, for the most part, unless you’re lagging ever-so-slightly and you just happened to be dodging a split-second before the attack, even though you can clearly see you were dodging when the attack happened.
Don’t get me wrong; as an action fan I’m glad to see an MMO courting action game elements. But when it demands that we use these abilities at just the right time when input lag is hiding in the shadows, it’s a recipe for frustration.
Oh, and then there’s the gravelings.
Can you tell what’s going on? Me neither.
There’s an event in explorable mode that my guildies and I just could not get past. Gravelings are these annoying black lizard things that jump out from big burrows and nibble at your shins. They come in armies, and this event involved breaking down multiple burrows at once, while fighting off the little pricks, and while defending two energy crystals. If the crystals break, the monsters disappear and you have to try again from the beginning.
We tried the event dozens of times. We tried different tactics, we tried forming together at certain intervals, splitting up, turtling, aggressively attacking burrows, basically anything we could fathom. Nothing worked. One of us switched characters to see if the party setup was the problem. We even tried consulting online guides. Nothing worked!
The icing on the cake is that when you die — and you will die — your armor becomes damaged. Armor costs money to repair, and it only becomes damaged from death. What this means is that the game is going out of its way to punish us for failing at its absurd challenges. Why? I’m already being punished by having to start the stupid event over; why do you have to append more punishment on top of that?! If you expect me to try over and over to complete your dungeon, then fair enough, but don’t break my pants and take my money and expect me not to rage quit!
Shamus didn’t feel like going and repairing his armor during the dungeon. I guess he likes feeling the breeze.
I really hate to say this, but playing through the Ascalonian Catacombs gives me the same feeling that fighting the boss fights in Deus Ex: Human Revolution did. They both feel extremely out-of-place with regard to their respective games, and for all the worst reasons. Guild Wars 2 is otherwise a very gentle, accommodating, accessible and inviting game. This dungeon, on the other hand, is overly punitive and aggressively difficult, and it makes no effort to convey its mechanics gradually. It makes me wonder if ArenaNet outsourced it, because that would explain a lot.
I really, really hope they fix these balance and pacing issues in a patch. It’s simply not fair, and it stands out in an otherwise great game.