the super friends

Gro-Shun The Persuader’s Journal

Posted December 12, 2011 @ 12:33 pm by evilchili

The bones of the great beast lay half-buried in the snow, ribcage split in a toothy grin.  Blood blackens the slope all around me.  Is it mine?  I can’t feel my shield arm.  How long has it been snowing?

I had just left the crumbling prison fort.  When I came upon it, a necromancer tried to scare me off with a show of lightning, so I crushed his skull, stripped him naked and tossed his corpse from the parapet. His companions inside faired little better; conjurors are no threat if you strike quickly.  I helped myself to the potions, gems and reagents, leaving the Jarl’s bootlick to gather armfuls of enchanted wizard robes.  I knew a khajit trader who would give me a few coins for them; this Lydia was useless in a fight but a serviceable pack mule.

Mules are more pleasant.  Her whining followed me up the hill away from the broken spires and coin or not I was about to rip the tiny head from her body when I saw it:  A blood dragon, asleep on a rocky perch at the crest of the hill, massive body casting a long shadow in the afternoon sun.  I made ready my mace and headed straight for it.  The beast must have heard the rattle of my armor because as I approached it reared up, spread it scaly wings and lurched into the air with a roar I felt in my chest.  It circled us, Lydia attempting to bring it down with arrows and a cast-off hunting bow.  She’d have had better luck complaining it out of the sky.  I banged my mace on my shield and stood my ground, waiting. The dragon came in low; I raised my shield.  But when the fire hit it was hard as stone.  My vision went white and the only sound was the blood in my ears.

When I regained my wits I smelled charred flesh: the skin on my arm, neck and face was blacked and blistered.  I opened my mouth to scream, but the dragon’s breath had ignited the air and seared my throat and lungs, and I could manage only a rasp.  I fumbled in my pack for the healing potions I had taken from the necromancers.  My throat wasn’t working, but I choked and spluttered and got the potions down.  A light filled my body, pushing the agony into darkness.  I got to my feet and looked around.  The force of the impact had thrown me across the hill and I had tumbled down the slope behind some rocks.  I could see Lydia standing her ground, sword and shield in hand, as the dragon swatted at her and tried to bite her in half.  I was behind them; I felt the berserker rage inside me let loose and I raced up the hill, everything gone red.  I let go a frenzy of blows.  I  must have connected because the dragon bellowed in rage and took to the sky.  It circled back around, seemed almost to hover in place above me and roared another gout of fire.  But this time I was ready.  I sprinted away into the trees, using them for cover.  It seemed like the whole forest was set ablaze, but I was protected from the full blast.  I felt the earth shake as the dragon hit the ground.  I wheeled to face it, swinging fast and moving from side to side, ducking behind trees where I could.  My mace bit deep into the lizard’s head; I felt its teeth shatter.  I got my shield under a massive blow from its claw, and my arm went numb.  Then there was a crack of lightning as Lydia’s enchanted sword sliced deep into the blood dragon’s wing, and it howled.  I heard Lydia’s bones snap as the dragon’s great tail came down, and then she was face down in the snow. She didn’t get up.

It turned to regard me, and for a moment we faced each other.  The berserker rage was leaving me, and I felt weak; I was breathing hard, shield arm hung limp at my side.  The dragon could no longer fly, and black ichor ran from its mouth where I had broken its jaw, but of the two of us it was in better shape.  There was no way I could take it down without help.  The dragon raised up its head to let loose another stream of fire; I ran, blindly stumbling down the hill and off a ledge.  I landed hard on my side, but the fall saved me as the dragon’s fire passed harmlessly overhead.  I could no longer see it, but could hear it pounding through the forest after me.  I got to my feet and lept down the rocks into a small ravine.  I could see a cooking fire off to the south — when had it gotten dark? — and set off towards it.  I could hear the dragon following behind, its massive footfalls shaking the earth as I ran.  Trees off to my left exploded in a fireball, but I kept running.  A small copse of trees stood between me and the cooking fire, looming closer.  Someone was about to get a nasty surprise.

I burst through the trees and into the shaggy, stinking face of a  mammoth.  Malacath preserve me!  The thing roared at me and I fell back, stumbling to my right.  I heard deep, angry shouts, and I realized too late that I had run from a half-dead blood dragon straight into a giant’s camp.  The enraged giant raised a club longer than I am tall and was about to mash me into a green Orcish pulp when suddenly it  was enveloped in a blast of fire from behind.  The dragon had caught up to me, and in trying to finish me off with its horrible breath, it had hit the giant instead.  Where a direct hit from the dragon’s fire breath had sent me flying and left me near death, the giant only seemed to be annoyed by this further interruption to its dinner.  It turned and brought down its massive club on the dragon.  I crawled some distance away and watched dragon and giant, silhouetted against the camp fire, trading blow after blow.  Finally the giant was felled by a blast of fire, and the dragon turned back to me.  Oblivion take this beast!  But the giant had done its work well; the great lizard was crippled, barely moving.  It was coming straight for me, fueled by nothing but rage.  I drank my final potion — a stamina draught — and got to my feet, and with a cry lept straight up onto the dragon’s head, and, holding onto a horn with one hand, brought my mace down again and again into the lizard’s skull, pounding with everything I had left until at last the horrible beast dropped its head to the ground and lay still on its side.  I was tossed away by the impact, and landed in a heap in a bank of snow, where I now lay.

The stars are out.  I am alive, for now at least. Perhaps in the morning I can make it to a town.  There is a black shape coming towards me from the camp.  Another giant, angry at being disturbed by a foolish orc woman?  But no, it’s Lydia.  She stands over me, and helps me to my feet. “I am sworn to carry your burden,” she says.  She almost sounds like she means it.

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Posted in Columns

Quickie: Costume Quest

Posted October 28, 2010 @ 12:38 pm by aktei

This might seem strange, but I have games that I play in certain seasons. Mostly it is some long RPG that I originally played during a specific season and which has become forever melded with it. Final Fantasy X and X-2 are summer games. Dark Cloud is, for me, a fall game. Even though it is dated (and a bit infuriating), that was what I had just settled into when Costume Quest came out.

All bets were off. Costume Quest is incredibly adorable, but not in any way overly precious or annoying. It is, instead, genius. And while I could go on about the unpredictable save system and minor difficulty navigating certain areas, there’s really no need. In spite of these small issues, the game is perfectly playable. In fact, it is my first completed game on Xbox. It’s not long, it’s not difficult, and it’s not taxing. It IS literally laugh-out-loud funny, and the art style is a treat.

In this game, you play as either a little girl (Wren) or her brother Reynold. When your sibling gets captured, you must try to get him or her back through any means necessary. You’ll collect costumes which give you powers to fight monsters, stamps which give you extra perks in battle, and funny trading cards. The battle system relies on button-press timing as well as how you equip your costumes and stamps. It’s easy enough if you’re paying attention but doesn’t get old during the course of a game.

Listen, I know I’m not the most prompt reviewer, but I felt compelled to post this right away. Go get Costume Quest. Get it now and play it while it is still topical this year. There is trick-or-treating, candy amassing, apple bobbing, and crazy grown-ups. It really has everything good about Halloween. It will charm you nearly to death. When I recover, next year around this time, I’ll likely be playing it again.

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Shooting and Looting: Borderlands and the Stagnant FPS

Posted July 23, 2010 @ 3:06 pm by evilchili

I don’t play a lot of shooters anymore. In high school there was always a LAN party going on, with groups of us taking over the school network for Doom or Quake fragfests. At work we played Descent. At home my brother, father and I played Duke Nuke’Em and Half-Life. Shooters were always a social thing for me, and the effect of play style on a deathmatch, and the emergent narrative thereof was something I really enjoyed. I was The Bastard, leaving mines and tripwires everywhere, boxing my friends into corners and raining grenades down on them, or picking them off with a sniper rifle or crossbow from a distance. After 10 or 20 kills like this my father and brother would gang up on me with RPGs, before inevitably turning on each other. In multiplayer games, agency is king.

But I stopped playing first-person shooters because after a while they all felt the same. In a single-player FPS there usually isn’t much room for a player to express any individuality, and with FPSes being traditionally “light” on story elements, that leaves little to hold my attention. I’ve only played a few shooters since those days — Ghost Recon, Half Life 2, Far Cry — but I was compelled by descriptions of Borderlands, a so-called “Role-Playing Shooter” (gag) from Gearbox Software. I picked it up for cheap recently and give it a spin, to see if the FPS genre had done anything differently since Gorden last picked up his crowbar.

Meh.

In Borderlands you’re a mercenary dropped onto Pandora, a broken down Wild West of an alien world where there are several corporate factions vying for control of the Vault — a mythical cache of alien technology that opens only once every 200 years. Your job — guided by a mysterious Guardian Angel — is to shoot your way to the Vault and get rich. Along the way you can engage in a number of optional fetch, kill or gather quests from NPCs.

At game start you’re given the choice of one of four character classes — the standard tank/assassin/ranger/soldier tropes — each of which have three types of specialization. In my playthrough I chose Mordecai, the Hunter, and specialized as a ranger (ie, sniper rifles). This gives a degree of variety to the game, as picking off a group of enemies from a distant hilltop is much different than sneaking into camp and taking them down with melee attacks. But the how is irrelevant; I must kill bandits. The game is about killing bandits and looting up to go kill more bandits. Your class doesn’t have any effect — there are no sniper-only quests, or NPCs that behave differently towards snipers, or things only a sniper could do. Worse still the bandits — unlike my father and brother, for example — don’t react to the presence of a shadowy sniper having ruthlessly cut down several hundred of their comrades in the last few weeks — they don’t spread patrols further out from camp, they don’t put more snipers of their own on the perimeter, they don’t rely on flanking manouvers or grenades to dislodge me.

So my choice of character class has no impact either within the context of the game’s fiction or beyond it, in my unique experience, and class is the only choice I can make. There are no consequences for play style at all. But is that necessarily a bad thing? Would Borderlands be improved with greater player freedoms, to align with one faction or another, with meaningful consequences coming from choosing to do one quest or another, to help one NPC over another? In short, would Borderlands be a better game if there was an actual role to play?

Well yes, obviously.

And not just because of the “Role-Playing Shooter” nonsense, although I admit I was unjustly swayed by its promise and thus let down in equal mesaure. I completely understand that people sometimes want a mindless shooter experience without heavy narrative getting in the way; luckily for them that experience will always be available, in endless iterations, forever. But we’ve been doing this games thing for a long time now — how long should we be satisfied with playing Doom over and over with nothing but higher polycounts and “RPG elements” sandwiched in? Shouldn’t we expect more from our games? Shouldn’t we expect more of ourselves?

The Borderlands single-player campaign could have been really, truly great. Gearbox built a vast and beautiful world to explore, and set up an compelling scenario that is rife with possibility. Imagine a Pandora with the same level of agency afforded by the wasteland of Fallout 3, or the jungle of Far Cry 2, a world where you were free to actually play a mercenary, offering your services for pay to the highest bidder, rather than just being told you are. Imagine throwing in with bandits and attacking New Haven, or killing Crazy Earl and squatting in his shack, or setting up camp in the wilderness and living as a hunter, ignoring the rest of Pandora entirely. What would happen if I sided with Commander Steele and told her all about my Guardian Angel?

But you can’t do any of that. You can select a quest from a job board or an NPC (which are nothing but job boards anyway), go out and kill/fetch the whatever, collect the loot and go on to the next, until you run out of quests or patience. It’s fun, don’t get me wrong — the shooting mechanics are beautifully refined, the loot is addictive and it’s absolutely gorgeous to look at — but the game feels small. Or not just small, but juvenile. We’re all of us — players and developers both — more sophisticated than this level of design implies; why should any of us be satisfied with it?

I freely admit I haven’t played any of our generation’s big shooters — I’ve never played a Call of Duty, or a Halo, or a Medal Of Honor or Crysis or any of the literally hundreds of other FPSes out there, so I don’t know the answer to this question: is this all there is? Is the shooter permanently stuck in design adolescence?

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