Wednesday, 19 November 2014

If someone asks you if you're a god...

What is a god?

You know, no-one ever explained this to me, and I don't think in retrospect that I did a good job of it as a teacher. Christian worship was just something that we had in assembly, and we looked at other gods in history or RE, but we never really talked about what it meant to be, or more to the point to have, a god. Or gods.

I think this is a significant shortcoming in the education system in a world in which religious debate still plays a major part.

Wednesday, 29 October 2014

NaNo'14

November rolls around again, and I am intending to write another batch of short stories. After this, I'm going to bundle up what I've got and ask people to read and comment, find the best set and epublish; see how it does.

Now, that's mostly just fishing. The real money in epublishing (and when I say 'real money' I'm probably talking tens, even twenties of pounds a year) is in novel series, so I am also looking for the short that will expand into that. If I find it early in the month, I may focus on that instead.

Either way, it's going to be a writing intensive month, as always.

Gunpoint

A split effect showing the action and grid-hacking modes.
Since I am unlikely to be joining the cool kids in playing Beyond Earth before the summer sales, I picked up super cheap indie game Gunpoint, a fun little platform stealth game overlaid with a rerouting puzzle game.

You play Richard Conway, freelance spy. After a potential client is murdered, you are offered a series of jobs closely related to the murder. Each mission consists of a 2D cutaway elevation of the target building or buildings. The player must navigate Conway through this plan, avoiding or incapacitating guards and bypassing doors to reach and hack (or occasionally steal) the mission objective.

Your tools for doing this are Conway's Bullfrog hypertrousers and Dropshock trenchcoat, which allow him to leap and fall incredible distances, and the Crosslink, a gadget which allow you to view and manipulate the electrical connections within a building, linking doors and other devices to various switches in order to bypass the building's security systems. The guards ranged against you will shoot on sight (although only the suit-wearing Professionals can see in the dark) and kill you with one shot, so stealth is vital to successfully completing the missions. Upgrades can increase your jumping strength and charge up speed, and optional gadgets allow you to silently fall or break through windows, dodge a small percentage of shots, or hack the guards' guns and make them go off. Finally, you can acquire a gun of your own, which allows you to menace guards (but not Professionals) into compliance; or shoot them, but that summons the cops to block your exit.

Gunpoint is a fun and only occasionally frustrating little game. It is quite short, but there are enough optional extras and branching paths to give some replay value, and a level editor if that's your thing. It also has a Steam achievement called 'Acknowledged Ludonarrative Dissonance'

Tuesday, 21 October 2014

Gamergate, or how I learned to start worrying and hate the comments

I've written before on sexism in gaming, specifically Ubisoft's Assassin's Creed Unity, but I've not mentioned Gamergate. As a casual gaming commentator, this feels remiss; like a home design pundit refusing to at least acknowledge the statement of an indoor pachydermal installation.

I'm not going to go into background detail, as anyone reading this journal almost certainly knows them, but just in brief: Gamergate is a movement within the gaming community dedicated - they say - to the purity of gaming journalism and the elimination of the corruption created by certain female game designers and critics determines to use sex to foist a gynocentric agenda on the holy, phallocentric temple of gaming. In reality, it is a campaign of toxic hatred targeting female critics and designers, ranging from passive-aggressive comments to actual death threats.

I find the whole thing to be upsetting, not just because people like Zoe Quinn (the designer of the indie game Depression Quest) and Anita Sarkeesian (of the Youtube channel Feminist Frequency and, specifically, the critical video essays Tropes vs Women in video games) have been subjected to such a vicious tide of vitriol and hate, but because it reveals a level of toxicity which I would not have thought possible. The sustained death threats are bad enough, or the threats of rape, but what truly shocks me, after a decade and a half of regular internet access, is that there are people on the internet, people who purport to represent a community of which I am a peripheral member, who actually believe that they are right and righteous in threatening children.

Not long ago, Sarkeesian cancelled a speaking engagement at the University of Utah after a graphic threat was made to perpetrate 'the worst school shooting in history' if the engagement went ahead.

What the actual fuck is that?

I'm not going to start on the Utah Police and their refusal to conduct weapon searches of people entering an institute of higher education which had been threatened with a massacre, because I would probably never stop. In the same way, I'm not going to talk about rape threats, because it would end up as a meaningless spew of expressions of horror and disbelief. I will, however, reiterate my utter horror that there is anyone in the world that thinks that this is in any way something that is not just okay, but right, and that there is a substantial body of gamers who support them to one degree or another.

Now, in fairness (because I like to be fair, possibly to the point of fault, although not to the point, you may notice, of actually putting any links to Gamergate sites; I'm fair, but I absolutely have a side in this*,) the incident created some schism in Gamergate itself, because apparently some of them are able to see that there is a degree of evil that isn't legitimate protest against journalistic corruption (although the lower level hate-speech really should have tipped them off, but internet comments are a natural breeding ground for complete idiocy) I am still disappointed that it hasn't ended it completely; that the sane end of the spectrum haven't looked at this, or the other death threats, and said: "Well, fuck; we're part of something pretty damned vile here, aren't we?"

Gamergate, in short, has actively and materially damaged my faith in human nature.

*In Gamergate terms, this makes me a 'white knight' hoping that backing the feminazi agenda will get me laid. If I believed that the world as a whole was as misogynistic as Gamergate, such that merely expressing this opinion made me irresistible catnip to any woman not completely ground down by hate, I would be too mired in depression to ever have sex again.

Wednesday, 1 October 2014

Warhammer 40,000 - Dawn of War

Wrapping up my retrospective, I find my way back to the original Dawn of War, a base-building RTS that is now ten years old.

I heard somebody say burn, baby burn!
The original Dawn of War was built around a campaign which introduced the Blood Ravens Chapter of the Space Marines. Across a series of missions, the player guided the Blood Ravens against Orks, Eldar and Chaos Marines, ultimately setting off the chain of events which would lead to the climax of DoWII.

The meat of the game, however, lies in the skirmish and multiplayer modes, which allowed single player, co-op or competitive scenarios to be played out, with or without AI opponents. With a good selection of maps and customisation options, DoW provided a lot of replay value outside the main campaign, even before the add ons arrived.

There were four available factions in the base game - Space Marines, Eldar, Orks and Chaos Marines - and a lively spread of abilities between them. The Marines (both types) were hard wearing and hard hitting, while the Orks were numerous as anything and the Eldar had a lot of tech upgrades and special abilities, and vicious weaponry to make up for a fairly low toughness. Multiplayer missions could be annihilation-based or take-and-hold. In either case the correct balance of rapid expansion and base consolidation was critical.

Winter Assault added a new campaign, focused on the new playable faction, the Imperial Guard, whose thing was basically tanks. They had one basic unit, blokes with lasguns, but a lot of armour options.
Like Risk, but for funner!

Dark Crusade changed the tempo of the series with the addition of a turn-based campaign mode, in which the player's faction competes with others for territory by fighting mission battles. In addition, the faction commander could now earn persistent wargear upgrades instead of having upgrade options in-mission. Elite Honour Guard units would begin attack missions at the Commander's side, while Garrison units and buildings could be established to make it harder for enemies to retake territory from you.

Again, the add-on increased the number of available factions by adding the mecha-undead Necrons and the holier-than-thou Tau to the mix.

Soulstorm built on the base of Dark Crusade, with a new campaign map stretching over three planets and a moon, and brought the number of playable factions to nine with the puritanical Sisters of Battle and the decadent Dark Eldar. Each of these factions had a unique resource; in addition to Requisition and Power, the Sisters could gather Faith to power their special abilities, while the Dark Eldar collected souls to the same end.

The strength of the game was the combination of the rich 40K setting and an ending that allowed there to be a massive number of things shooting other things at once while retaining a high level of resolution. In particular a large Ork vs. Imperial Guard battle could run to a couple of hundred models a side without slowing down on the basic recommended system, and the major stronghold missions could begin with upwards of a hundred enemy being tracked.

The single-player campaigns in the original game and Winter Assault were not the greatest, but the skirmish mode made up for that, and the non-linear campaigns in Dark Crusade and Soulstorm had much more replay value, as each of the seven or nine factions called for a different approach. At the top end there is a degree of rush tactics, but the balance of abilities means that you can never just point and run; your strongest mob will be butchered on a base run if you don't box a little clever. On the other hand, it's not overly complicated, never leaving the player wallowing in a sea of options.

These then are the three 40K games I've played (I should get Space Hulk sometime, I really should). Of the three, Dawn of War is probably the most replayable, although for multiplayer the Last Stand mode in DoWII - three heroes stand in an arena and fight off wave after wave of enemies - takes the prize. It's so very simple, and yet I reckon not one person has ever played it without clearly understanding at some stage that there is an easy way to win it and if only those other two idiots got that you would rule the world, damint!

Monday, 29 September 2014

Warhammer 40,000 - Dawn of War II

In the Emperor's name!
Continuing my reverse retrospective we go from Space Marine to Dawn of War II, the sequel to the pure RTS Dawn of War.

DoWII and its two major add-ons (Chaos Rising and Retribution) tell the story of the Blood Ravens and their homeworlds in sub-sector Aurelia through a squad-level RTS/tactical RPG. Eschewing the traditional base-building elements of an RTS, the game gives you control of one hero and a number of squads. The squads available are each represented by a sergeant and 2-3 marines, and cover each of the Marine specialities: Tactical (Sergeant Tarkus), Devastator (Avitus), Assault (Thaddeus) and Scouts (Cyrus). Later in the game, you also gain access to a Dreadnought, that has and needs no backup.

The action opens on the desert world of Calderis, before opening out to include the jungle planet Typhon and the sprawling hive world of Meridian. This is an elegant aesthetic decision, as it starts the player out in the largely empty landscapes of Calderis, then hits you with the lush greens of Typhon before moving to the intricate cityscapes of the hive world, and finally mixing it all up by dropping Gigeresque Tyranid structures all over the shop. The initial enemies are Orks, then Eldar, and finally the Tyranids, as the ultimate goal becomes the defeat of an incoming Hive Fleet.

The gameplay is very satisfying, and the tactical combat element is especially rewarding of thought. The squads are distinctive, each with their own strengths and weaknesses: Tarkus is the tank, Avitus ranged DPS, Thaddeus melee DPS and Cyrus infiltration and sniping. Thaddeus and the Force Commander also have charge abilities which are critical in the later game for pinning the more numerous enemy and keeping them from overwhelming your troops. The game engine makes cover your best buddy, and the context-sensitive move controls make it easy to exploit it.
Mmm. Flamethrower...

The RPG elements come in the sections between missions, when you get to upgrade and equip your troops. There is also degree of mission selection/. Critical missions have to be done, but there are optional missions which can not always all be completed, forcing you to prioritise depending on your play style and the rewards for each mission.

The game's greatest problem is a slightly shaky integration of some of the late game options. In particular, switching your squads into Terminator armour messes with some of their abilities. Since Terminators (and the Dreadnought) also smash through cover and operate best at close range, bringing them in tends to reduce your strategy to 'close in and punch faces'.

Chaos Rising adds two more locations, the space hulk Judgement of Carrion and the frozen world of Aurelia, and unsurprisingly throws chaos cultists and marines into the mix as adversaries. The Chaos Marines are among the toughest adversaries in the game, having functionally the same strengths and weaknesses as your own Blood Ravens makes them much more challenge to counter tactically. The game also introduces chaos taint, a trait which can provide your squads with cool new abilities at the cost of becoming rampaging demon beasts. In the mid-game, one of your sergeants (or the techmarine, if you keep your sergeants Chaos-free) goes rogue and it turns out that your Chapter Master is a rampaging would-be demon beast, leading to the game's downer ending.
Best hat.

Retribution concludes the story with a battle royale across the sub-sector, climaxing in a smackdown with the Chapter Master-turned-demon prince. It's new planets are the wreck of Typhon after an Exterminatus fleet blows it to bedrock and the equally (but less recently) exterminated planet Cyrene.

Retribution also allows you to play as any one of six factions: Blood Ravens, Imperial Guard, Ork Freebooters, Tyranids, Chaos Marines and Eldar. Each faction has four heroes, who fight without squads, and additionally has units which can be built/summoned from base structures present in the missions. The RPG element is greatly simplified and the RTS played back up again. The heroes are roughly split in each group into melee DPS, ranged DPS, caster/healer and sneak, although the Chaos Marines lack a sneak, the Blood Ravens' replace the healer with a techmarine 'summoner' and the Tyranids just get a Hive Tyrant.

Sadly, the campaign is very linear, with little or no variation in missions between the races, meaning that the tactics employed vary, but not the nature of the threat or objective. It would have been good to see a mixture of the two.

Dawn of War II is an interesting and satisfying game, not least because it actually presents three very different playing experiences built on the same engine (more counting the variant styles of Retribution). It's not perfect, but all in all it's a keeper for me.

Tuesday, 23 September 2014

Warhammer 40,000: Space Marine

Being the first in a kind of reverse-retrospective of Warhammer 40K computer games.
I am an Ultramarine! I laugh in the face of peril, at a Codex-approved pitch and timbre.
The third iteration of the Warhammer 40,000 RPG is Deathwatch, in which you get to play Space Marines, members of the Imperium of Mankind's elite corps of genetically enhanced warrior-monks, which has always struck me as a terrible idea for a roleplaying game. It would make a great skirmish game, however, and it certainly has the makings of a terrific shooter.

Nobility, honour, and bloody great guns.
Enter Warhammer 40,000: Space Marine, from Relic Entertainment/THQ.

Relic and THQ were already known in the 40K community for the Dawn of War series. The original Dawn of War was a real-time strategy game in the mould of Command and Conquer, while Dawn of War II combined a small-unit RTS with elements of tactical roleplaying. Both games were well-received and expectations for Space Marine, a third-person shoot-and-slash, were high.

The previous games had come to focus strongly on the Blood Ravens, a Marine Chapter created specifically for the games. The Blood Ravens are marked by a strong sense of individuality mingled with a reverence of tradition and discipline, which makes them uniquely suited to be the leads in a game with a single character focus. However, for whatever reason - possibly the tangling of canon created by the multiple possible endings of the last expansion for DoWII - the Blood Ravens feature only in a small cameo in Space Marine, and instead the lead is Captain Titus of the Ultramarines.

The Ultramarines are the Marines' Marines, religiously devoted to the doctrinal guidelines laid down by their founder in the Codex Astartes. They are... not fun. This makes them an odd choice of lead, but then it turns out that Captain Titus is, basically, the worst Ultramarine ever. He improvises, deviates from Codex doctrine, switches between assault, tactical and heavy-weapon loadouts on a whim, and actively encourages his newly-minted Marine sidekick to regard the sacred Codex as 'guidelines'. It makes him a more interesting character, but it does beg the question why make him an Ultramarine in the first place.
Turn, duck, EVISCERATE!

But anyway, enough of the fluff; let's talk about the meat.

The basic gristle of the game is pretty slickly done. You can walk, run or combat roll; you can aim (slowing movement), or shoot from the hip, or use the right mouse button to attack with your melee weapon. Your health meter is surrounded by a shining border representing your armour, which apparently regenerates. Once that runs out, your actual health drops off alarmingly fast. You can use a stun and execute option to regain health (which is a bit odd and more suited to the vampiric Blood Angels). Meanwhile a Fury metre builds to provide a burst of super-powered melee or slow-time sniping once you've killed enough enemies.

The combat rocks... the first few times. Eventually though a sort of fatigue sets in, and you come to treasure the mini-boss enemies just because they break the monotony. Aside from a few opportunities for sniper fire, each fight tends to begin with grenades and sweeping automatic fire at neck height, then progress rapidly to close up work. There are a few manoeuvre variations in close combat, but you really have to look them up; the game doesn't do much to help with combos, so for the most part it's all the basic set and repeat as needed.

If the game had more variety elsewhere, this would be fine, but it's actually incredibly linear. Titus' inability to climb or jump limits him to a single path through the world, and forces a specific approach to every problem. Feel like flanking the Ork horde and laying down a withering fire from cover? Yeah, only if it's one of those levels; otherwise you're pretty much standing behind a projecting piece of wall and trying to whittle them down before you go to melee. Conversely, if you'd rather melee the heavily-armed Chaos Marines and the map is a long, long hall, don't think you might find your way around.

The game also lacks a context-sensitive environment; you can bump into scenery, but you can't stick to it, lean around or over it, climb on it or vault it. In a world where sandbox games are the norm and even linear shooters are represented by the likes of Gears of War (aka 'Fun with Cover: the Computer Game'), this feels like a huge absence. Maybe standing there and taking your hits is more Ultramarine, but as a result the game has little to no variation, which severely limits the possibilities for repeat play.

Space Marine represents the ultimate evolution of Relic/THQ's 40K games, bizarrely from greater variety to less. It has fun moments, but ultimately you lack agency, making a only few limited weapon choices (you can only carry up to four ranged weapons at a time) in the game. It's a shame, as it is nearly a very good game.