Showing posts with label first person shooters. Show all posts
Showing posts with label first person shooters. Show all posts

Friday, July 1, 2011

There vill be.... SANDVICH! - Team Fortress 2 Free to Play, one week later.

And... I'm back. Many thanks to Sarah for her Origins articles, since I'd written all the articles posted last week before we left town, it was almost like I was on a 2-week vacation. (Do the unemployed get vacations?) Now, with that behind me, what did I do with the time I had not researching and writing articles, finding appropriate images and trying to ascertain as best I can their copyright status, layout and posting? Did I write the Great American Novel? Nail down that elusive job that'll make me adjust this blog's title? Charity work? Nope, I played a lot of video games. Those who know my love for Steam or who follow me on Tumblr can already guess which one.

Team Photo 2. Immediately after this was taken, everyone put on funny hats and started jumping around.

I don't cover nearly enough shooters, or so I'm told. I've declared my bias against the genre in the past, but it isn't as though I don't play them at all. I think my twitch reflexes aren't up to snuff to be really great at these sorts of things, so there might be a little bit of sour grapes in there somewhere. This might explain why it took over four years and the decision of Valve to make it Free-to-play for me to finally try Team Fortress 2. The game's been called “the most fun you can have online,” and I think I can see why. I'd like to take a few moments to explain TF2 to the people who haven't played it (yes, both of you) and then directly give some tips to others who just started playing from the F2P crowd on how to get started.

Released in 2007 as part of the Orange Box edition for Half Life 2, Valve updated the team-based multiplayer hit Team Fortress Classic with redesigned gameplay, a totally new, cartoony graphical style, enhancements to classes and changes to weapons loadout for each class. Using teamwork to accomplish objectives on levels was mastered by the earlier game, as before TFC, most multiplayer was deathmatch/arena style “kill everyone else” gameplay. Team Fortress features nine different classes, who perform different roles on the team, three are designed to attack on offense, three are defensive, and there are three specialist classes.

Classes? this is a game about HATS!

The classes are Scout, Soldier, Pyro, Demoman, Heavy, Engineer, Medic, Sniper and Spy.

Offense:
The scout is super-fast, has the least health, can double-jump and carries by default a scattergun, a pistol and a baseball bat. Soldiers come equipped with the rocket launcher, (which allows for rocket jumps by blasting at your own feet while timing a jump) shotgun, and entrenching tool. The Gas-mask wearing Pyro has a flamethrower (which can ignite players and detect disguised spies) a shotgun and a fire axe.

Defense:
The demoman (a black scotsman with an eyepatch) has his grenade launcher for indirect fire, a sticky bomb launcher to set a field of remote-detonated mines, and a broken bottle. The Heavy has the most health, moves slowest, and has the devastating minigun, with a shotgun and his fists for backup. Engineers have pistols and shotguns, but their real strength is in building machines; their blueprints allow them to make dispensers to refill life and ammunition, teleporters to allow fast travel around maps, and deadly sentry guns to automatically defend positions.

Specialists:
Medics have a needle gun, a bonesaw and the healing gun which restores life and builds up a “charge” that at 100% makes the medic and his target invulnerable for a short time. Snipers wield sniper rifles, naturally, which can one-shot most classes with a carefully aimed headshot, with a machete and submachine gun for backup. Finally, the Spy has his disguise kit, which allows him to look like a member of the opposing team, stealth watch which allows him to vanish, a revolver, a sapping kit to disarm engineer machines, and a butterfly knife that is a one hit kill in a backstab.

The unsuspecting Wild Engineer, and its natural predator, the Spy.

The combination of playstyles and different abilities across the classes really make this more than just your usual first-person shooter. An engineer or a spy are so different from a scout or soldier that it is almost like you aren't even playing the same game when you switch to certain classes. Different team compositions present strength or weakness depending on the map objectives (capture the briefcase, secure control points, or pushing a cart with a bomb strapped to it down a track that runs into the other team's base) and whether teams are on defense or offense. The game is fast paced, and as you play, different equipment for the various classes unlocks (weapons and cosmetic items like the hats the game's become famous for) both at random intervals and for completing achievements.

Unless you are a crack shot with great twitch reflexes, I recommend starting players learn the ropes by playing the pyro, heavy or medic classes, and maybe get a feel for the engineer and/or spy (though I think spy is a little trickier to learn.) Stick with groups of players and try to play an offense class while attacking, defense while defending while still learning the controls and pace of matches. For me, the toughest classes to play with any sort of skill have been scout and sniper, but I might just be a terrible shot. The community is all over the place, with intolerant, abusive and elitist toolboxes and helpful friendly folks willing to be patient with new players all over the place, sometimes on the same server. Unless you have a thick skin for online abuse, I recommend turning off voice chat in-game while learning.

My screen looks like this when I play the sniper, the instant before I pull the trigger
and the heavy moves 2 feet to the left.

I've had some great moments in the last few days playing TF2 with both strangers and friends. Detonating a cluster of stickybombs right under a scout trying to escape with my team's briefcase in CTF, blowing up a spy disguised as me, masquerading as a soldier and having an enemy medic heal me until I hopped behind him and backstabbed him, and earning hats and new guns along the way. It is also worth mentioning that an upgrade to a premium account (though that pretty much only means crafting and trading once you start to get duplicate items) comes with ANY purchase from the in-game store, and there are a lot of $1.00 items in there. I used a spare dollar from my Steam wallet to get a few spy-themed accessories.

I'm not impossible to find on Steam, if anyone has the inclination to look hard enough. If you add me on Steam, however, put a note in a comment, this blog's facebook page or email somewhere letting me know you came from the blog, so I know to accept. Now, back to earning hats. Best Blogger Tips
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Friday, June 3, 2011

Hail To The King, Baby – Duke Nukem Forever First Impressions (Demo)

Way back when I reviewed Borderlands, I mentioned that I picked up the Game of the Year Edition, but I failed to mention that with that purchase, I received a code for an early unlock of the Demo for Duke Nukem Forever. Duke Nukem 3d is a game I remember fondly, because it is one of the first-person shooters that existed before I was sick to death of the genre. I have pleasant memories of Deathmatch play, using laser tripwire mines, shrink rays and rocket launchers to rain down death on my roommates, and we thought it was a blast.

Here to kick ass and chew... yeah, yeah... is it any good?

The sequel, as many reading this well know, started development in 1997. Every conceivable joke about a video game released more than twelve years late has already been told many, many times on the internet, so I won't wander down that well-trodden path again here. DNF was rescued from the “postponed indefinitely” development hell it was trapped in for so long by Gearbox Software. In a lot of ways, their design goal was to capture the essence of what made Duke Nukem special. Juvenile, ludicrously macho, a throwback to an earlier age where sunglasses and action movie quotes made you a badass. Strippers, a fun sort of chauvinism, gore and American flags punctuated the original, and it worked because it didn't take itself seriously. It was over-the-top and knew it.

The original. One of the few screenshots I could find without any strippers.

Once I got the issues with completing the download from Steam resolved, I loaded up the demo. The graphics are on-par with any other modern shooter, but not so overwhelming as to give my middle-of-the-road gaming PC any stutters or stops. The lowbrow humor is clearly intact, as the first thing you see in the demo is a urinal, with instructions on how to... erm, use it. The opening level is pretty much run about, interact with the environment a little, and then a very easy boss battle with Duke and what looked like Dual Rocket launchers against a huge alien in the middle of an American football field, with the option to boot the creature's eye through the goalposts at the end. Immediately after, we get a title screen and a gag with two young ladies that nearly takes the game from an “M” rating directly over to “AO.” Duke quips, and then makes a joke about how late the game was released. Electric guitars hit riffs in the background.

The setting pretty much makes it impossible for the content to be too cheesy, but they give it the ol' college try. The second level of the demo features a driving section, with Duke behind the wheel of (what else?) a monster truck, squishing aliens and jumping off ramps until he runs out of gas. The rest of the level shows off the bulk of the games weapons, including the aforementioned shrink ray and a rail gun. This section shows that the controls are very, very similar to those of Borderlands, which in my mind is a good thing. Dukes “health” bar is labeled 'Ego', and when it is depleted it flashes red, and you can hide for a few moments and it will restore itself. Duke tackles pigmen, a gunship and aliens, shouting one-liners all the way, and the difficulty is turned up just a little bit. I actually got to see the bloodstained, cracked sunglasses as Duke slumped a few times.

Great shot of one of the pigman aliens from the teaser trailer.

There are a few other elements in this second (and final) demo level, as duke enters a mine to get a can of gas for his monster truck, along the way picking up and throwing large objects in order to make a minecar light enough to push on its track (the closest thing to a puzzle found in the demo) and the obligatory minecar rollercoaster ride. When in darkness, we also get to see a secondary function of Duke's shades, besides making him look cool. Tapping “F” turns the shades to “Duke-Vision”, or a kind of thermal/night vision mode that looks pretty good onscreen. Another minecar ride takes you back to the truck, where after a short fight with pigmen, the truck is gassed up, Duke gets in, and... the demo ends by playing the trailer.



I spent about an hour on the demo, and it wasn't bad, I just wonder if the “Yeah, this is incredibly sexist, and a little silly, but that's the point,” concept is going to take hold. It's a joke, and it is told in the same fashion it was told in the 1990s, but nostalgia alone isn't going to make this a great game, and neither will digital strippers. There's already been controversy over the multiplayer “Capture the Babe” mode, announced as a version of capture the flag where you have to set the flag down and slap it around a little because it is getting hysterical. There will be plenty of sex, explosions and electric guitars, enough to fill the wildest daydream of the average middle-school student, but will Duke Nukem Forever have the elements that made the first one great? That'll be rough, as Duke Nukem 3D was an important shooter because it offered gameplay elements no other game at the time did.

There's no doubt that this is a faithful sequel, but is the tongue-in-cheek
hero enough to carry a solid FPS game in 2011?

This review may seem a little mixed, because... well, it is. The graphics and sound were good and ran nice and smooth on my system. The controls were solid and familiar to anyone who played Borderlands. The style was faithful to the original (including even a 3-D Realms classic logo on a pair of dice Duke throws while chomping a cigar, a nice touch) which makes the setting a little corny and juvenile, but so long as you are going along with the joke, that isn't a downside. I'll even go so far as to call the demo fun. Will I buy the full title at release based on this demo? No, I won't. Once I've read some reviews of the whole product, I'll know if my concerns about whether the game can stand up to modern shooters is legit or not. I'll have to see some of the level designs and multiplayer modes, and then I may well pick it up, after Steam drops the price a little.
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Wednesday, March 30, 2011

What's Playing: Borderlands and the Mad God

 Despite several posts explaining that the life of an unemployed geek isn't all web browsing, collecting unemployment and playing video games, I do manage to play quite a bit. The last week or so there have been two games that command a lot of the time I allow myself for computer gaming. One of the offerings is a completely free MMORPG (kinda, it'll need some explaining,) the other has been out for a while now, but I noticed how cheap it was on Steam and parted with a few dollars.

Since I'm going to be talking about games I like, it is only fair that I declare my usual bias. I usually play PC games, with a focus on RPGs, and I'm not a huge fan of modern first person shooters. I grew up on Wolfenstein 3D, Doom1&2 and Duke Nukem, so seeing all the new brownish-grey FPS games starring nearly identical space marines or WWII soldiers makes me turn up my nose saying “Eh, I played that game back when it was GOOD.” I also prefer single player or co-op to multiplayer deathmatch.

My bias means I've never played Halo 3, it also resulted in a 100% decrease in being called racial slurs on X-Box Live.

Because of my bias, most shooters have to have something else there for me. I loved Bioshock and Left 4 Dead, and it took me a long time to get around to picking it up, but I'm now really into Borderlands. Steam had the Game of the Year edition, packaged with all 4 pieces of DLC for $30, so I took the plunge. Borderlands basically is what happens when Halo and Diablo have a baby and send it to finishing school at Mad Max Academy. 4 character classes, with experience and levelling, a WoW-like skill tree and a very, very Diablo approach to loot. Guns drop off of enemies of varying quality, color-coded and with variations in gun manufacturer (affects a weapon's base stats somehow), clip size, damage, rate of fire, reload rate and possible elemental/status effects making the randomly generated possible guns somewhere in the hundreds of thousands.

All four of the misfits you cam play in your search for the holy macguffin, in this case, a Vault. So if you watch this game backwards, it's Fallout 3.

The world is post-apocalypse sci-fi with a dark humor bent, and lots of quests, vehicle combat a la Halo, interesting boss fights and drop in/out cooperative online modes give the base game a lot of bang for the buck. The 4 expansion packs add a zombie/tongue-in cheek horror with The Zombie Isle of Dr. Ned, Arena “game show” style survival combat and a bank for those extra guns in Mad Moxxi's Underdome Riot, and two raises to the level cap and more guns in the last 2 pieces of DLC. To be fair, I haven't played very much of either Claptrap's New Robot Revolution or The Secret Armory of General Knoxx, but I understand that the latter focuses on vehicle fights. So far, I've started playthroughs with Mordecai the Hunter and Brick the Berserker.

The other game that has claimed quite a bit of time is harder to categorize, but I'll try. Realm of The Mad God is a free 8-bit mmorpg with unlockable classes, gameplay that feels more like an old school shooter (more Gradius than, say Contra) and PERMANENT DEATH. You start with simple controls, each class has 1 special power (priests heal, wizards fireball, etc) and can equip 3 types of item. Game play is fast-paced, with quests basically being “Look, that guy over there! Go kill him!” Leveling up and getting better equipment happens faster in a group, and some of the big challenges can only be assaulted with a large team. Once 25,000 monsters die on a server, the Mad God teleports the entire server to his lair where everyone tries to kill him, and a few of the survivors get some very nice loot.

The game goes quickly from "Cool! 8-bit Pirates!" to "Ohmygodohmygodohmygod."

The speed of leveling up takes some of the pain out of death, which like in the “roguelike” rpgs that obviously inspired this outing is permanent. You die, you lose all your stuff and can make a new level 1 character. You can, at any time, hit F5 to teleport to safety, leaving those around you to a possible grisly end, though lag spikes can and do kill characters. Depending on how far you got before you died, you accumulate “fame” when the character dies and this affects the maximum possible stats on your fresh character. It looks like the optional “pay us money” parts of the game are truly optional and purely cosmetic. I played this game a little and watched hours just melt off the clock. Very addictive.

Are there any other great rpg/shooter hybrids you love that I forgot to mention, or maybe don't know about yet? Let me know in the comments. Also, don't expect any April Fool's Day Pranks in tomorrow's post. I don't think I've been doing this nearly long enough to pull that sort of malarkey.
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