Gaming: The Love/Hate Developers

If you’ve followed this blog for a while, you’ll note that there are some game developers towards which I have, shall we say, very intense feelings. You’ll often see me going on epic rants about their blunders or casually putting them down. Yet paradoxically I’ll play virtually anything these companies produce, and I remain rabidly passionate about their games. It could be pretty confusing to a reader.

A vision of the Xel'naga keystone in StarCraft 2: Legacy of the VoidFor all their flaws, though, each of these developers brings something special to the world of gaming, something exquisite that keeps me coming back for more. I thought it would be interesting to look at these companies and explain why I am so loyal to them, despite everything.

Up until relatively recently, only one developer would have fit his category, but these days the number has grown. No prizes for guessing that the original is…

Blizzard Entertainment:

I have been playing Blizzard games since before I knew how to spell my own name, and they remain a company to whom I am so loyal that I often joke they “own my soul.”

But that doesn’t mean I think they’re perfect. Far from it. In fact, they faceplant with alarming regularity, and their games are almost never without some significant flaw.

I think Blizzard’s brilliance and their blunders both stem from the same source: passion.

The Heart of Fear in World of WarcraftHave you ever seen Chris Metzen talk about the games he’s worked on? He’s the living embodiment of childlike joy and enthusiasm. He has so much passion for Blizzard’s games it’s like he could spontaneously combust at any moment.

And I think that’s true of all of Blizzard to some extent. They love games. They love making games. They have fantastic passion for everything they do.

And therein lies their folly. I think much of Blizzard’s mistakes come from them being so caught up in their passion and excitement that they don’t take the time to pause and think if what they’re doing is really a good idea.

I think that’s how we got the trainwreck that is Warlords of Draenor. They thought, “Hey, I bet it’d be cool to bring back all the old Horde characters,” and never considered much beyond that. If they had, they would have realized what a powerfully dumb idea that is.

I don’t know if this preference for passion over common sense can explain every one of Blizzard’s mistakes, but I think it’s one of their most core flaws and the reason why their plots are often a bit shallow, their continuity nonexistent, and their games rough around the edges.

The bridge of the Spear of Adun in StarCraft II: Legacy of the VoidBut that same passion is what makes their games irresistible. Blizzard are so colourful, so larger than life, so bombastic and beautiful and unabashedly fun that nothing else can compete. I often say that Blizzard games may be popcorn movies, but they are the absolute best popcorn movies around.

Their passion means that when Blizzard gets something right, they get it so right. Legacy of the Void was a breathtakingly epic experience and an absolute joy from beginning to end. Ditto for Reign of Chaos, Reaper of Souls, and to a lesser extent Wrath of the Lich King and Mists if Pandaria.

At their best, Blizzard games are the perfect embodiment of the entire concept of “superior realities” that this blog is based on, an utterly engrossing vacation from anything resembling the real world.

Bioware:

I’ve often said that Bioware makes great choose your own adventure novels, but no one told them they’re a video game company. This is my way of saying that they’re good at story-telling, but that they seem to put no real effort into compelling gameplay.

Of all the Bioware games I’ve played, Inquisition is the only one where I’d list the combat and general game mechanics as a mark in the game’s favour. And even then, Inquisition’s combat isn’t great. It’s just decent. And I’m not sure I’d feel so good about if knight-enchanters hadn’t been so crazy overpowered.

My agent at work in her stronghold in Star Wars: The Old RepublicThat leaves story-telling as Bioware’s strength, but even that isn’t entirely true. The main storylines in Bioware games are, at best, hit and miss. The only ones that really impressed me on that front are Dragon Age 2 and Mass Effect 3 (yeah, I’m a freak). Origins’ story was just weak, Inquisition and ME2 had potential but became entirely too bogged down with irrelevant side missions, and ME1’s story was okay but not exactly mind-blowing.

Bioware is also, ironically, one of the worst developers out there for marrying story and gameplay. As in they don’t even try. The story is told through scripted cutscenes that are entirely divorced from the actual gameplay. Game mechanics are almost never used to heighten or enhance the story being told. Part of the reason I was so impressed with Inquisition’s Trespasser DLC was because they finally did start using game mechanics to enhance the story (IE the mark going crazy).

However, there are two things about Bioware games that are truly special.

One is the choices they offer. Even if Bioware’s stories aren’t always stellar, they’re engaging because it’s your story. There’s a tremendous satisfaction to being able to react as you choose to the situations the game throws at you, and it allows you to become so much more deeply invested than you otherwise might be.

I was reflecting recently that I almost never make the “evil” choices in games, but I’m glad they exist, because it makes the “good” choices feel far more meaningful. Sometimes being the hero isn’t about saving the world so much as it is about simply not clicking the button that says, “[Torture him]”.

My Shepard in Mass Effect 3It appeals to me as a writer, too. All the hard work of building a world and characters is done for me, and I can go nuts telling the story I want to.

Even then the choice system is often very imperfect. If I had a nickel for every time in a Bioware game I made the wrong choice because of a misunderstanding…

But very few games offer this kind of experience on this scale, so Bioware kind of has a monopoly.

The other thing Bioware does better than anyone else is creating amazing characters.

I’ve often tried to explain to non-gamers in my life what the characters in Bioware games are like, but words can’t do it justice. They feel real enough to reach out and touch. Going back and replaying a game feels like a family reunion. I genuinely miss talking to characters like Sera, or Tali, or Thane, or Merrill.

That’s not to say I always like the characters in Bioware games. In fact, every game has had at least one cast member I’d happily shove down a flight of stairs: Alistair, Isabela, Vivienne, Zaeed, Jack, Kaliyo…

NOT ONE WORD, DWARF.But even there, the depth of hatred I have for these characters speaks to their quality and realness.

Dontnod:

It might be a bit early to add Dontnod to the list, since they’ve only put out two games so far, but already they have all the makings of another company I love and hate in equal measure.

Life Is Strange and Remember Me were both brilliant games with serious flaws. On the whole, I found Remember Me was good enough to forgive the flaws, but Life Is Strange not so much. I know the general consensus is the other way around.

But what I respect is that both were games with big ideas, big ambitions. They tried to not only be good video games, but works of art, as well, and largely succeeded, despite their stumbles. I’d rather games that shoot for the stars and fall a little short.

The Saint-Michal District of Neo-Paris in Remember MeI’m already kind of excited about Vampyr, and I don’t even like vampire fiction.

Gaming Round-Up: Li-Ming Impressions, Grey Goo’s Shroud, TSW, D3, and a Moose

It’s that time again: I’ve got a bunch of gaming topics that I want to discuss, but which aren’t quite meaty enough to fill an entire post.

The splash screen for Li-Ming in Heroes of the StormLet us not waste time.

She’s so good she astounds herself:

At last, the final playable character from Diablo III has reached Heroes of the Storm. I might complain about them taking so long to add my favourite, but clearly they were just saving the best for last.

There weren’t many characters left I was super excited to see in Heroes, but Li-Ming is one of them, and on the whole, I’m fairly happy with how she turned out. I’m not sure she’ll threaten Jaina’s position as my go-to assassin, but she’s definitely a fun character.

The interesting thing about Li-Ming is that she feels very different from the game’s other heroes without resorting to coo-coo bananas weirdness like Abathur or Murky. Not that I don’t enjoy coo-coo bananas weirdness, but it’s good to know Blizzard can make heroes feel distinct in more subtle ways, as well.

Li-Ming is one of those hyper-specialized heroes. Her ability damage is absolutely ruinous, but her auto-attacks, much like the goggles, do nothing, and her health is so low that she instantly evaporates under any kind of pressure.

IMMA FIRIN MAH LAZORBased on that, I’m finding the best strategy is actually to not auto-attack at all and simply hang way at the back and bombard the enemy team with spells. Her spell range is very long (she even out-ranges towers, which makes for some intriguing possibilities), so it works surprisingly well, and it keeps her well out of harm’s way.

Zeratul is the bane of her existence, though. Why are all the characters I play hard countered by Zeratul? What did I ever do to him?

She looks amazing, too. The detail on her clothing and the expressiveness of her face are unbelievable. Makes me sad she looks so much crummier in her own game.

My only complaint with Li-Ming is that she’s another character who rides her mounts side-saddle. It was bad enough on Jaina, but it could not be more hilariously out of character for Li-Ming. Because we all know how shy, demure, and proper she is.

*Eye-roll.*

At least I’ve got my hoverboard from the Legacy of the Void CE.

Zoning into a match as Li-Ming in Heroes of the StormRandom fun fact: I had a bit of trouble early on because I kept trying to teleport using the Diablo hotkey for it.

Grey Goo: Descent of the Shroud

Much to my surprise, sci-fi RTS Grey Goo launched a free DLC a few days ago that adds an entire new playable race. To the Beta, they are the Silent Ones. To the Goo, they are the Shroud. To all sentient life, they are the enemy.

Unfortunately, the new story content in Descent of the Shroud is limited to a single, very brief mission. At that point, you have to wonder why they even bothered. There aren’t even any new cinematics, which is a real shame because after all the hype I was eager to witness the Silent Ones in all their terrible glory.

The only conclusion I can come to is that the developers wanted to do more but simply didn’t have the resources. Again, it’s a real shame.

Mmm, free gooI did play a skirmish map just to see what the Shroud are all about, and they turn out to be pretty interesting. They’ve got much of the creative design found in the Goo, but without being so awkward or irritating to play.

Some of their units are very clever. For instance, their artillery, rather than firing a traditional projectile, summons an invulnerable unit that will run through the target area, damaging all it touches, until the artillery dies or is told to move.

As increasingly unlikely as it seems, I really do want to see a sequel or ambitious expansion to Grey Goo. It’s a game with some rough edges, to be sure, but some of the ideas behind it are really good, and the story represents some of the best science fiction I’ve seen in a video game.

And I definitely want to learn more about the Shroud. Where do they come from? What is their motivation? They’re such a mystery. I find it interesting that their entire mythos is about silence, but all their unit names are sound-related. Echo, klaxon, banshee, howler…

A Shroud base in Grey GooThe Secret World: Shambala

I remain very happy with TSW’s new group finder. Queue times are very quick, and I’ve yet to have a bad run. Recently I got to run the Facility for the first time in forever, and I was reminded how much I truly love that place. It’s the sort of strange and fascinating story you can only find in The Secret World — mad Soviet scientists tear into reality deep beneath the earth to understand the deepest mysteries of the universe.

But the dungeon finder isn’t the only new addition of note. The game has also gotten its first new PvP mini-game post-launch, Shambala.

Having recently changed my view on PvP in TSW from “wouldn’t touch it with a thirty-nine and a half foot pole” to “it’s a decent diversion now and then,” I made sure to give Shambala a shot.

It’s definitely not like any other MMO PvP I’ve experienced. Shambala is single elimination death match. That is, if you die, you’re dead. No respawns, no second chances. Last team standing wins.

Making things even more frenetic are constantly spawning buffs and environmental hazards, and the arena regularly shrinks as a deadly winter storm closes in. Win or lose, it’s always over fast.

A Shambala match in The Secret WorldAll the matches I’ve played have been terribly one-sided, but they’re over so fast it’s hard to get frustrated. Even if you get your ass kicked, it’s not like you’ve wasted much time. It’s certainly a change of pace from the more drawn-out capture mechanics MMO PvP tends to focus on.

D3: New zones

Diablo III has also had some more free updates recently. Patch 2.4 added several new areas, the most significant of which is Greyhollow Island.

It’s an interesting zone. It’s not really clear what’s gone on there, but clearly there is something terribly wrong with that island. Normally I find this kind of ambiguity in story-telling obnoxious, but when it comes to horror, I’m okay with it. The unknown is always scarier than the known.

It’s an incredible looking zone, too. I’ve often ragged on D3’s graphics, but Blizzard is getting better at making the best of a bad situation. The detail in the textures is outstanding. It also has lovely audio and some pretty interesting monster designs.

The new Eternal Woods area of the Ruins of Sescheron is also gorgeous, though it seemed a bit light on content when I went there. On the plus side, I ran into a new (to me) event in the older section of the ruins while I was there and finally met Abd al-Hazir.

A disturbing ritual in Diablo III's Greyhollow Island zoneThat was neat, but after so long, I would have liked to have his appearance be a part of some larger story, rather than some throwaway event in the middle of nowhere.

I did like how he followed me around and provided occasional commentary on my surroundings even after the event, though.

As nice as these updates are, and as much as I do respect Blizzard for offering new free content entirely out of the kindness of their hearts, I still remain impatient for an expansion announcement. These little tastes of content only leave me hungry for more. I want a new class, a new full-length storyline, whole new lands to explore.

WoW: MooseQuest 2016

On top of everything else on my gaming plate, I have reluctantly returned to World of Warcraft.

Why? Because moose, that’s why.

I mean, I’m Canadian. Clearly I need a moose mount.

Initially my plan had been to gear up my rogue and earn it legitimately through a PUG, but apparently I dislike Warlords of Draenor more than I thought. It only took a day or two for burnout to hit and hit hard.

My monk riding her grove warden mount in World of WarcraftSo long story short, I paid a raiding guild thirty-thousand gold to carry my newb ass. Yes, it’s cheating. No, I don’t care. I have a moose, and that’s all that matters.

I had initially planned to level my monk to 100 while I’m here, but as it turns out, I’m really not in the mood to play WoW right now. Not Draenor, anyway. It seems like a waste — even if I paid for the month with gold, not real money — but right now I’m not sure I want to embark on this slog right now.

Be easier if she was Horde. Alliance gets stuck with bloody Yrel. Ugh…