I’d like to take a moment to tell you about Gothic. Crazy German RPG from a few years back, with an amazing take on action-adventure-rpgs. It wasn’t trying to be an RPG. It seriously had the bare minimum. You had hp, mp, strength, dex… 4 weapon skills, and a handfull of one-off abilities you could buy up like lockpicking, or harvesting trophies from critters. The weapons did get better, but the wielder is what was deadly.

The focus wasn’t so much on the RPG elements. It was on the world. You were set loose on a valley without any reason to care about anyone in it. Your quests often had multiple outcomes based on who you were willing (or eager) to screw over.

There was so much to do that you could play for days without even needing to mess with the main plot. Before you ever had to embark on saving anyone, you got to know the world.

The sequel, Gothic II, was a masterpiece. Sidequests were deep, varied, and kept cropping up throughout the game. Which makes sense, since you really can’t drive off robed mystery men from a man’s home until after they’ve invaded. It even had a good reason for playing the same character back at level 1 again… it took a few weeks to rescue you from the first game, and you were half-mad and half-starved from being trapped in rubble.

The 3rd game in the series… first change in the engine… and it sucked. The combat was tied to the animations, and they couldn’t change the animations by the time they figured out they’d built a set of rules where a wolf could juggle a seasoned fighter to death. Players feared barks, and would be relieved by a mere combat with dragons. They fight fair, flamethrower notwithstanding.

A few too many corners were cut. The game had clearly shipped on time, but at a brutal cost. Still, the quests kept their depth. And if you were willing to put up with a horrible combat system, the game did yield a truly impressive level of control over the fate of the world. Be a champion of light? Dark? Or go with the bright idea the necromancer has and kick all the gods out of the world, and forget this whole “every thousand years” war BS.

This brings me to Risen. Clearly by the same guys that brought us the first Gothic game. Since the combat isn’t broken by bad animation, it’s a much better game than their next most recent offering. But it does have a few problems. I can’t complain about the combat system, although it’s gotten a bit more depth. There are now 3 melee weapons skills to go with the 2 ranged ones, and raising skill gives you more maneuvers and lets you use a shield with even two-handed weapons.

The quest log has a button you can hit to see map locations for any given quest (if given). Always a nice touch.

The problem I had with the game wasn’t the combat, or the magic systems… or the (limited) crafting.

The problem I had was with the sidequests. But it’s a difficult thing to address. You have to understand that this is a game that gives you an open world at the outset. The only limitation to where you can go is what’s going to kill you. A bit of training and a lot of prudence (and cunning use of sheer cowardice) can allow you to go virtually anywhere from the beginning. So it’s quite simple to end up doing some parts of some quests quite out of order.

And that means that, while it doesn’t really break a plot to have you gather up vital macguffins ahead of time… the game does give you the quest update whether or not you’d started it. It’s not a terribly subtle way of saying “This seems important!” Also, it’s not possible to cover absolutely every permutation… so you get some very odd responses if you do things in a particular order.

One very beautiful quest line involves a pirate’s daughter. She’s looking for her father…’s treasure. So’s another pirate. At one point, you split up, and of course, she’s captured. You get to play Russian roulette with trapped chests (and a set of clues to tell which ones not to pick) and bring out the reward (including a main plot macguffin) to exchange for the girl’s location. All anybody really wants is the map to the other treasure hauls around the various islands. I don’t dig the ransom thing, so as soon as I had the key to the girl’s cell and her location… I slew five pirates and took the map back.

Problem was… when I rescued her, my side of the conversation said “I gave him the map.” She was a bit put out by this. Then I got the option to say “I got the map.” It was more than a little clunky, and it felt as though that method of resolving the quest should have been accounted for in the dialog.

Still, for the most part, as long as you aren’t expecting as much in the way of conversation options as previous games covered, it’s an awesome romp in a not-quite-standard RPG realm. There are some curious design choices… like, even if you are a mage, the endgame fight is basically Zelda. You use a shield to reflect glowies back at the boss, run up and hit him. Repeat. Try not to fall into the volcano. Your entire game’s combat practice is irrelevant, because someone wanted the end-game boss to be “different”, I guess.

A graphical glitch also marred my enjoyment. The sky would tend to flicker through day and night quite spastically. A quick internet search revealed a need to upgrade my graphics drivers. No problem. It worked nicely… for a while. A few days later, there are problems when moving into certain areas, causing the rapid flicker… and whatever time of day it stopped on when I left, all the NPCs would do whatever was appropriate then. If it stopped on night, they went to bed. If it stopped on day, they’d go to work. That’s… more than mere graphics at fault. Worse, the game eventually froze on midnight and refused to budge from there. I had to wake people up to complete quests… despite the risk of retaliation from trespassing.

Some who have played this game confessed disappointment to me… because the sheer volume of sidequests at the outset set an expectation… that there would be more as the main plot progressed. This was proven wrong, obviously. Only a few important threads tied into the main plot and were developed in the later chapters. I believe it has something to do with the design philosophy. The quests are things to do, and they’re scattered around the island. You are the only one determining how fast you plow through them. You alone determine if there are any left before you advance the main plot. It is like hunting down all the hidden packages in GTA before doing the second mission. Nobody forced you to do it in that order.

And that’s something most players don’t get out of an RPG… choice. It’s not even implemented particularly satisfyingly here, in all cases. It’s usually between two sides, and eventually just becomes a linear progression towards an inevitable destiny. Which… actually… is the theme.

Still, good to see these crazy guys are still working, still pounding out… well, it’s basically refurbished Gothic 1. But that was still better than 3, so… yay!

(Note, the above review contains spoilers. If you wanted to avoid them, you should have looked at the end of the review first, since that’s all you’d care about.)

Hi. I play MMOs. At the moment, I’m going to take a bit of both our time to convey a concept about these colossal, yet awesome, timesinks. You have to learn how to play the game in order to excel at the game.

Right, points for the obvious, I know. Now, the usual method of training someone for doing well involves rewarding them for doing things right, and punishing them for doing things wrong. Right? Well… sort of. In order to actually learn, you would need to know what you did right, and what you had done wrong. If this were a sports game, you would see instant replay, and at the professional level, someone making more money than the average schoolteacher would patiently explain how someone on the team did something right in the heat of the moment, with imperfect information, and that the other guys weren’t ready for such a startling display of competence. MMOs lack this. Your random group of bored strangers may have simply succeeded on the 3rd try because one of the casters accidentally dispelled the enemy’s debuff… because he hit the wrong key at the right time. You did nothing different, so you don’t learn. Everybody thinks the other players game improved.

Now, it is possible to learn to play better… by listening to the advice of others. Sometimes this advice is actually good. Sometimes it is ranked slightly below frenching an electrical socket. I recall fondly my first serious group attempt in World of Warcraft, as a newbie warlock. I was repeatedly told 4 pieces of advice. I ignored half. One was to whip out the big ugly smoke pet I use as a tank when solo. I’m being told this by the tank. We have a tank and a healer. I can use my little imp to give everyone more stamina/hp, and set foes on fire. I ignore the advice.

I am told that I should not Fear an enemy in an instance. This makes sense. They run screaming for help, we get 5 guys in exchange for the 1 I sent packing. Bad news for the party. Good call. Instead, I use a power that prevents a foe from running. Curse of Recklessness. I’m told I should be using the mutually exclusive DPS power. I ignore this, because it’s a bad call. The foes aren’t living long enough to have a second tic of damage. And if they run, they tend to live just long enough to bring back grief.

The best advice I recieved was to “SS the healer”. SS turns out to mean “soulstone”. A bungee cord for the tunnel with the white light at the end. Brilliant! However, as a newb, it wasn’t ’till a breather halfway down the dungeon when I was able to type out “WTF is SS?” and actually get a coherent answer. Acronyms are not your friends when you try to train another person. They are used between people who already know what they are doing. When I used the power in the most tactically advantageous method, to let the healer survive a total wipe, so she could restore all of our bleeding corpses to life… it saved us all a long walk. And I got to disappoint said healer, who hadn’t known it was only usable once every 30 min.

Now, in all of WoW, the game itself never actually tried to train me on the most effective uses of my powers. It just sat there being Darwin. If I got it right enough, I survived. If I didn’t, I got to hike back to my corpse.

These days… I play LOTRO. One thing I really love in this system are the deeds. If you’re only familiar with WoW, think of them like Talents… that don’t suck, there’s far fewer of them, and you have to earn each one before you can spec it. Earning them is the critical aspect. As a game designer, you can never truly anticipate what stratagems the player base is going to roll out to break your carefully crafted balance. This is a reason that it isn’t altogether simple to train a player in using his class effectively. Sure, in the prior example, the tactical significance of letting the player who can resurrect  the party rez himself is a bit obvious. But not using the damaging curse, or the biggest looking pet… is a bit less obvious.

LOTRO’s deed system encourages experimentation. Because it rewards experimentation directly. You don’t know which of your abilities will advance a deed until actually using it, once you’ve reached a high enough level for that particular deed. So, to unlock all of them, you must practice your abilities to see what must be done. Granted, they are all simply “use ability x a few hundred or thousand times over a few days.” There is still a mighty opportunity to learn from such rote practice. The Minstrel has one that is simply based on using healing abilities. A thousand times. No deeper meaning here, other than training the player to spam healing. The Lore-Master, however, has one for an ability that simply drains power from a foe into his own reserves. While it’s never a horrible thing to have a mid-battle recharge, running out of power is extremely rare in the early game. However, against foes with low reserves, it also functions to drain them to zero. Which denies them further use of their most powerful attacks. If I didn’t have gamer OCD towards such traits, I’d never have understood how useful this could be. I’d have saved it for long boss fights when I needed the boost. This system improved my competence in the game.

I’m quite curious what the next iteration of gaming is going to roll out to subtly train the player. Because this sort of stealth education is powerful, and molds a playerbase nicely… when it works. Now, if only we could use it to weed out side-conversations in movie theatres.

Yes, the videogame. Been playing around with this latest sandbox game. It does a lot of things right. And it looks pretty… but…

This is a game for killing Nazis from the point of view of an Irish race driver and mechanic helping out the french resistance. Seriously. You get to run around laying dynamite and evading patrols in a sort of reverse terrorism, because it’s to give the good people of France hope, restoring color to the world.

The actual gameplay is rather straightforward. It’s a GTA style game with wall-climbing, because that’s the new thing these days. In this environment, the Nazi army has established rather a large number of guard towers. You get to remove them with dynamite. It’s a bit of civic cleanup… rather literally, as the work is akin to picking up trash off the roadside.

Fortunately, once you clear the streets and rooftops of these eyesores, the game rewards you by not actually having any of them respawn. The major benefit is obvious! Uh… well, you get paid for it. A little. And when you run away from Nazi alerts, it’s easier to lose them in an area where you’ve destroyed all watchtowers.

About the only thing that’s really new here (since transforming a landscape’s color pattern is as fresh as Prince of Persia and as old as Q*Bert) is the “Perk” system. The game has a few skills and upgrades unlocked not by amassing loot and buying them, but by achievements. Each is a line of 3 tiers, unlocking the potential to finish the next, and giving progressively more game-changing rewards. In many cases, the work is really its own reward, as you can upgrade your ability to throw folks around in melee simply by throwing a few Nazis off their towers. Or not just getting some practice in with a sniper rifle, but by lining up shots where you cap 2 soldiers with one bullet. The abilities unlocked vary a bit from minimizing recoil to letting you summon a vehicle driven by a shopkeeper. Important, as, well, even with upgraded storage for multiple types of explosives, you are only one man, and you are trying to blow up several hundred structures.

Part of me really wants to enjoy this game, for the spectacle, and the unlockables. But I’m already most of the way through them, and… realizing about all the game has to offer from here is combat and sneaking around to eliminate a gigantic number of minor obstacles. Not that this is a bad thing, but I would be far more involved in the game itself if this realization had been delayed by another layer of accomplishments.

Playing this game on the PC of course provides another layer of fun in the form of crashes. Thank god for quicksave. That feature alone has made the game go from impossible to reasonable, due to a tendency to crash after 20-50 minutes playing at anything higher than minimum resolution. Whether this represents a holdover from the console editions or my computer’s shoddy design… the world may never know. I will, however, not forgive the game for having no quick way to access the full map. You can only enter the menu, select map, and then select Full Map. Which is ridiculous, because you only ever want the full map on that screen.
Most recently, in an event that probably sums up my impression of the game, I found a spot to drive downhill through a park, hitting a few ramps to jump the vehicle for profit. The game only requires that you get the car over the ramp, not to manage to land something you cannot adequately control. It is functional, and less frustrating than many GTAs, but a bit tedious for the rewards offered. Still, a bit of fun to take care of before moving on.

Recently I was watching my friend play Mass Effect 2, and noticed that he had come across an obstacle (a raised section of land) but seeing as the game has no JUMPING, he had to take the scenic route, walking up a ramped section of land for 2 minutes while being shot at. Something he could have avoided had the game included jumping. This seems to be a major fucking flaw with RPGs and even a few 3rd Person Shooters. Why the fuck can’t I just jump over this obstacle? Why was it so fucking difficult to include a jumping button, instead of making me run the fuck around things, and get stuck on sections of land raised 10cm. Notorious fuck-ups in jumping include Mass Effect (and ME2), The Witcher, MMORPG The Saga of Ryzom, Gears of War, and Star Wars Knights Of The Old Republic (and KOTOR2). Apparently Jedi’s have no fucking idea how to jump. Suddenly they’re robbed of one of the powers everyone knows they have – Force Jump. Well done Bioware, you fucking dropped the ball on this one.

Who in the FUCK decides to not include a jumping action for these games? It certainly takes a bit of fun out of the game when you have to walk around every object in your path rather than hopping over them without any difficulty. Mass Effect 2 advertises the fact that it has a shitload of hours worth of gameplay. About half of that must be walking around obstacles you could easily JUMP THE FUCK OVER. Another fuckup is that you CAN jump over cover objects, but you first need to take cover behind them, like some sort of fucking retard. The Witcher also suffers this, making you walk around low fences and getting you stuck on slightly raised objects. Its fucking irritating to the extreme.

Anyway, thats my rant for the day.
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