Defiance Revisited

One of the many reasons I am coming to like Shomi more than I liked Netflix is that it has the first two seasons of Defiance in their entirety. I’ve recently finished rewatching them, and I have to say, I enjoyed it a lot.

The cast of DefianceWith the benefit of hindsight, the first season of Defiance is actually a fair bit better than it seemed at first blush. There’s so much foreshadowing and intricacy that I didn’t pick up on the first time.

And of course the second season was always awesome. I do find it very hard watching the scenes with Pottinger knowing what I know now, but I comforted myself with recollections of his ultimate fate.

I’m also struck by what a visually beautiful series Defiance was. The video quality on Showcase’s website was terrible, but Shomi plays it in crystal clear HD, and the special effects turn out to be incredibly good. The Gulanee, in particular, is far more beautiful than I ever realized.

It all got me rather sad about the show’s cancellation.

As I said when the news broke, it’s not so much the show I miss as the world. The show was good, but sometimes hit and miss, and I really don’t agree with the direction they took in the third season.

But the world of Defiance is outstanding. I’m a huge fan of world-building, and Defiance boosts some of the best world-building in the sci-fi genre. There is such unbelievable breadth, depth, and richness to the world of Defiance and its history, from the majestic cruelty of Castithan culture, to the savagery of the New Frontier, to the murky political machinations of the Votanis Collective and the Earth Republic.

I can live without Defiance the show, but Defiance the world is dearly missed.

The new Silicon Valley zone in DefianceYet in this case all is not lost, for the world of Defiance lives on. So at last the time came for me to do something I’ve been talking about for years.

Homecoming:

Yes, I started playing Defiance again. Yuke Liro represent, yo!

At first, it was a joyous reunion. I was really surprised how good it felt to back among the familiar sights and sounds, sniping Dark Matter and blasting Hellbugs again.

One of my biggest regrets from when I played the first time was that I never earned my charge blade. A Castithan without a charge blade — truly I had brought shame upon my Liro.

So my first destination was the Thorn Liro Arena. For some reason I had a reputation booster in my claim items, so I activated it and set about grinding. The arenas were a bit of a baptism by fire after so long away, but it was a good way to relearn the game, and in a short time, I had completed the Thorn Liro story and earned enough reputation to buy myself an epic charge blade.

The AoE attack of a charge blade in DefianceLet me tell you, charge blades are crazy fun.

Oh, sure, they’re not the most practical weapons in all cases. They’re not recommended for major Arkfalls or other tough content, and there are a lot of bosses where they’re just plain useless, but for everything smaller? Prepare to be a tempest of bladed death, leaping, slashing, and laying waste to all around while reveling in your own reckless fury.

The first thing I did when I got my blade was find a Hellbug event and basically reenact the dinner party scene from season one, with me playing the role of Datak.

Charge blades add a surprising amount of depth to the game, too. They have three separate attacks with different uses, and being melee in a shooter requires a kind of agility and tactical thought that you otherwise wouldn’t need.

After earning my blade, I then became hooked on chain-running Arkfalls. This lasted for a few days. Repetitive or not, Arkfalls can be addictive. Run in, slaughter everything, hoover up loot, and drive off to the next alongside a swarm of other players.* It’s a rush.

*(With San Fransisco by the Mowgli’s playing in my head the whole way, due to the game’s setting and my fondness for headshots.)

Battling a Volge incursion with a charge blade in Defiance

Nothing says “I’m a badass” like bringing a knife to a Volge fight

In the space of less than a week, I wager I killed more Volge than Yewll did with the Terrasphere back in the pilot.

Along the way I began to wonder if I hadn’t given Defiance enough credit when I first played. The enemies have more variety and more complex tactics than in most other shooters I’ve played, and the dizzying variety of different weapons keeps things fresh.

The free to play model also remains fairly painless, though they are a little more in your face about advertising the cash shop than they used to be. Also having only two loadout slots did start to get a little bothersome, so I bought another, but it’s not like those are expensive.

At last, the Arkfall train began to lose some luster, so I started to move on to new content. I began with the remaining DLCs, which I bought when I decided to return to the game.

Thus began my troubles.

Hitting the wall:

The Arkbreaker storyline went by well enough. Basic story, but enjoyable.

My Castithan and EGO in DefianceI did make the mistake of trying to take on an Arkbreak solo afterward. This is not recommended. In this case I was reenacting the Gulanee story from season two, with me playing the role of Churchill. Eventually another player showed up, and we managed to slog through, but you really want to bring a lot of friends for those.

Then came Gunslinger Trials. That DLC’s story arc revolves around a series of arenas, and I simply could not beat the first one.

You see, Defiance is an incredibly grindy game with an absurdly high level cap. However, I had never known it to take its vertical progression very seriously, so I ignored the more dull content and the grindy leveling and just played through the story. And it worked fine. I never had any problems.

Somewhere along the line the developers’ philosophy must have changed. The Gunslinger arenas are clearly tuned around endgame players, and I remain a very low level player. I tried leveling up more and experimenting with different builds, but I was still very far off the mark.

Along the way of trying to improve my character, I also learned expeditions are another thing you’re not meant to solo. The game doesn’t tell you this, of course; if you queue for one in matchmaking, odds are good you’ll be placed into one solo. And don’t let the easy mobs at the start lull you into false confidence. It ends with you exhausting your library of swear words as you spend an hour endlessly kiting an entire Ekaru Kome death squad.

An expedition in DefianceThis is what you should not do, so let this be a lesson to you.

So I moved onto the free story updates since I left, which seemed far more interesting and relevant than the Gunslinger arc anyway.

This is where it gets ugly.

The story was great. Defiance’s storytelling is totally unsung, but it’s really among the best in the MMO world. Not The Secret World quality, but still quite strong. The characters are fun and colourful, and there’s no shortage of intrigue, mystery, and excitement.

This story spent a lot of time delving into the history of EGO implants. It turns out to be quite disturbing, and I have a totally different perspective on the perky girl chirping in my head now. Totally different.

I’d never seen EGO mad before. You don’t want the chip in your brain to be mad.

Again, I can’t stress enough — I love the story. It’s not entirely a substitute for season four of the show, but it’s pretty damn close.

Which is why what I have to say next is so painful.

Charge blades are pretty by nightThe gameplay of these newer missions is awful. Indescribably awful.

Most of it is just driving back and forth between the same few locations, occasionally fighting mobs along the way. Over and again. Yet even that was ultimately the highlight. There are after all worse fates than driving around the California wilderness in a souped up hotrod, and the new Silicon Valley zone is quite pretty.

The instanced missions, however, are a horror show. Like Gunslinger Trials, they are clearly tuned around endgame players, and would probably be pretty challenging solo even for them. We’re talking dozens of enemies of the strength you’d see in a major Arkfall, all coming at you at once, and in most of these missions you can’t even refill your ammo. That’s nuts.

In the end the only way through most of them was to just accept constant dying and focus on doing some damage in the brief window before each death, gradually wearing the enemy down through constant kamikaze runs. That is precisely as fun as it sounds, which is to say not even remotely.

Yet the story intrigued me enough that I was willing to put up with event that, but as of this this writing, I have finally hit the wall for good. One of the bosses of the final season two mission is simply unbeatable for me. I’m not even close; I die within the first few seconds of the fight, and it heals up whatever little damage I was able to do during the run back.

I simply cannot continue.

The new Silicon Valley zone in DefianceIt is, again, arguably my own fault for never bothering to level properly, but I simply never had a reason to before now. I feel like I’ve been the victim of a bait and switch.

So I am now left with the choice of giving up on Defiance’s story or grinding a tremendous amount of fairly repetitive content, potentially for weeks.

I really don’t know which I’m going to do. Neither option appeals.

It is the same situation as with the show. Defiance the game is something I can readily live without, but this would mean letting go of Defiance the world for good, and that would be a shame.

Tyler Versus the MMO Trinity, Part Two: Life Outside the Trinity

We come now to part two of my trinity trinity, a trio of posts on the tank, healer, DPS triad of MMORPG group rules and how I’d really like to see the genre break free of it. Catch up on part one if you missed it.

My Templar's group cuts a heroic pose in The Secret World's Polaris dungeonToday I’d like to highlight some of the best experiences I’ve had without the trinity, or at least with a modified version of it. Interestingly nearly all of these are from games that theoretically do subscribe to a rigid trinity, though I imagine that’s just a coincidence.

I hope to accomplish two things by doing this. First, it offers more insight into where I’m coming from when I talk about alternatives to the traditional trinity, and second, it further debunks the notion that a rigid trinity is necessary for interesting group content.

Two Sith walk into a bar flashpoint:

Star Wars: The Old Republic’s tactical flashpoints are a fascinating ground for experimentation with MMO group roles. The game builds a full group for these, but it does so agnostic of roles, and the content is tuned accordingly. Usually this means you end up with full DPS, or three DPS and a single tank or healer, but sometimes stranger things happen.

Such was the case a few weeks ago, when I had one of the most fun group experiences of my MMO career.

I queued for my first dungeon on my Sith inquisitor, who I’m building as a tank. I fully expected to be the only tank in a group of damage dealers, but I wound up matched with another tank of the same class alongside two ranged DPS. The responsibility usually placed on a single individual became spread between half the group.

A tactical flashpoint with two tanks in Star Wars: The Old RepublicIt was glorious.

All that social pressure, all that fear of failure, melted away. I had all the fun of tanking and none of the downsides. I waded into combat fearlessly, imposing my will on my enemies, without fear that a wrong move would doom the group. The other tank and I worked together, taunting mobs off each if one of us ever became overwhelmed.

The trinity is often held up as a shining example of team work, but really, everyone is kind of doing their own thing. My fellow Sith and I felt more like a team — in a random PUG with minimal communication — than most hard trinity groups I’ve been a part of.

Even aesthetically, it was a major improvement. My comrade and I formed a wall of armour and blazing lightsabers, holding back the enemies from our softer team mates. There was no breaking of immersion here; it looked and felt like a real battle.

I cannot overstate how fun this run was. I long for a time when experiences such as this might be commonplace in MMOs. This is how it ought to be.

Never say Neverwinter:

Neverwinter does have a traditional trinity, but of all the games I’ve played, it has the best take on it, at least if you ask me.

My cleric battling wererats in NeverwinterNeverwinter may have the trinity, but if you’ll pardon the pun, it’s not religious about it. I’ve done high-end dungeons with no tank and done fine, and the roles are a bit softer. Tanks generally don’t hold aggro on everything all the time, and DPS can survive a few hits. Both tanks and healers still do decent damage, though less than their damage-oriented comrades. Heavy use of healing potions helps balance the responsibility of player survival.

The most fun I’ve had as a healer in an MMO — at least in terms of core mechanics — was as a devoted cleric in Neverwinter.

In Neverwinter, healers aren’t just slaves to HP bars. They’re more like Swiss army knives, utility characters adapting on a moment to moment basis. Sometimes you’ll be healing, but other times you’ll be throwing out buffs, and if nothing else is needed at the moment, you can put out some respectable damage.

I like this because it’s not forcing you into a narrow box the way the trinity does. I get to experience a broader wedge of combat without having to change character or specialization. To borrow the metaphor from my first post, it might not quite be a peanut butter sandwich yet, but it is at least toast with peanut butter.

…Hopefully I won’t get in trouble with the Hague for torturing that metaphor so much.

Old school oddness:

There isn’t much I miss about life before dungeon finders, but one thing that I do have some nostalgia for is being forced to come up with odd, random group compositions out of sheer desperation.

My panda hunter doing Scarlet Monastary in World of WarcraftThe tank left? The warlock is pulling out his voidwalker. Healer ragequit? Well, the shadow priest is gonna throw out some heals, and the rogue has some bandages, and the mage is praying to every deity in the book that we finish this.

It didn’t always work. It often failed miserably. And it wasn’t sustainable. We were able to bluff our way through some leveling dungeons, but you couldn’t do challenging, endgame content that way.

But it was interesting to stretch your toolkit that way. It required a lot more thought than a rigid trinity does, and again, you weren’t being forced into some narrow role. That voidwalker wasn’t going to hold aggro on everything all the time. That shadow priest wasn’t going to save you if you didn’t make good use of your own survival tools.

It offered respite from the stifling order and choreography of the trinity.

Double D:

I was always surprised by how much I’ve enjoyed instanced group content in MMO shooters like Defiance and to a lesser extent The Division.

Now, I’ll be honest. It’s pretty mindless. It’s not exactly every man, woman, and rogue Castithan for themselves, but teamwork is much less than you’d find with a hard trinity.

Battling a Dark Matter mech during a major Arkfall in DefianceBut it’s fun. There’s a joyful chaos to running in, guns blazing, and watching the bodies hit the floor.

Games are meant to be fun. They don’t always have to be super serious, or intellectually stimulating, or brutally challenging.

I wouldn’t want all games to devolve into mindless anarchy with little team play and no roles, but there is a place for that. Again, I want variety. Mindless slaughterfests should be part of a balanced MMO diet.

* * *

Next time, in my final post on the MMO trinity, I will outline my plan for how I would “fix” the trinity.