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Bolt Thrower: Gears of War, Bloodborne, Witcher 3

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Welcome to Bolt Thrower, the gaming column that blows your head off. If you’re new to the format, here’s the deal: I link something I’ve written elsewhere and then pontificate a bit on what I’m playing right now that’s not in the review queue.

My link this time round is the first of a new series I’m doing for Gamerati. The column’s called Bytes and Pieces and it’s about dissecting tabletop versions of video game franchises. First under the knife is Gears of War: The Board Game.

It’s great title in spite of my well-known dislike of co-operative games. That’s partly because the setup feels right for a game that made its fame on the back of co-op online play. Indeed, feel is much of what makes the game special. The fast play feels right for a tactical shooter, as does the balance of excitement and strategy, and the weapons and enemies behave as you expect.

Ultimately it has moments where it fails. The biggest being the way pieces can move around irrespective of where enemy figures are on the map. These are so ludicrious that the suspension of disbelief collapses, although it quickly builds again. If you want more detail go read the article.

The big gaming news in my life right now is finally having gotten hold of a PS4. I’m loving my introduction to Sony’s gaming world. It seems so much softer, more flexible, more alluring than the hard black and green squares of Microsoft’s world. And the controller is lovely, aside from the symmetric joysticks. You can find me on PSN as mattthr.

The console came bundled with action RPGs Bloodborne and The Witcher 3. I dived straight into the former and, I have to say, I was a tiny bit disappointed.

Partially that’s because I’ve just come out of a long period of playing little but Dark Souls. I don’t think I was just mentally ready for yet more of that punishment. Especially when Bloodborne is built so you can’t grind through the early areas: you’re prevented from levelling up until you’ve met the first boss.

But even allowing for that, the mechanics felt over-familiar. Sure, you’ve now got a ranged weapon and the ability to make weapon mode switches. Sure, there’s no shield and a health-back mechanic that encourages aggressive play. However, it turns out that one key use of that firearm is to stun enemies mid-attack so you can counter. In reality, that plays a whole lot like raising a shield to block and counter in the Souls games.

The graphics were also a bit disappointing for a new console. It has the same poor ragdoll effects and animation glitches that plagued Souls. And I was surprised by how cluttered and busy the environments looked. Almost like the designers had decided to use all that extra graphics power just to pack as many polygons on the screen as they could, regardless of what they looked like.

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Contrast that to The Witcher 3 which looks absolutely gorgeous. It also has a sense about it like a designer finally got an open world game just right. There’s no fake balancing: if you wander into danger you’ll get a warning and the you’d better run or you’re dead. And a great combination of foot, transport and fast travel means there’s no wandering around for hours just for the sake of it.

The result is a real feeling of wonder and the itch for exploration. The world is rich and believable. It’s easy to follow the main quest if you want. And if you don’t, well, side-quests and mini games are plentiful and mostly short. And if even that’s too much stricture for you there’s a lot of fun to be had looking for bandit camps and monster nests and taking them out.

I’m playing on the second-hardest difficulty and it feels just right. To win battles, you need to scout an area and prepare well with the right potions, spells and equipment. Then make use of your move set and the terrain and good twitch skills. If you lose, you re-load and try again. Often several times. That’s frustrating enough to make it exciting without it feeling brutal.

Having spent so long playing Souls games I can’t help but contrast this approach with the unforgiving nature of their limited save system. The Witcher 3 feels so much more approachable. So much more … fun.

And yet.

And yet, for all the frustration factor of failing battles in The Witcher, it doesn’t make me afraid. Souls and Bloodborne gave me moments of genuine buttock-clenching terror under the pressure of having to get things right, or lose an hour of progress. It’s a terror that felt right at home in Bloodborne’s beautifully realised horror theme. Those moments were unforgettable. The moments of pleasure that came from getting them right were even more so.

So I’ll be back to Bloodborne. But for now, contradictory though it sounds, The Witcher 3 is offering me a well-earned rest.

Forgotten Pleasures

bloodborne

One of the unexpected effects of regularly reviewing games is how jaded I’ve become. It takes an enormous amount to impress me nowadays. And even for titles that make the grade, it’s rare that they grip me for a long time. Readers demand novelty, so the old makes way for the new.

Sometimes a game still gets its claws in me and demands play time in the face of all competition. The last video game to achieve that was Hearthstone, early last year. The last board games were Wiz-War and X-Wing back in 2012.

It’s even rarer, though, that an unreleased game grabs my attention. Years of exposure to marketing hype has given me a tough crust of cynicism. The advent of Kickstarter and the ensuing failed promises have just made it thicker. Nowadays, I take nothing about a game at face value until I’ve played it and confirmed it for myself.

I can’t even remember the last time I was dizzy with anticipation about a game.

So it’s remarkable that over the last couple of months, one title has managed to break through. That game is Bloodborne, the spiritual successor to Dark Souls from the same design team.

The latter game transformed my understanding of what a role-playing game should be. It was a blend of genres I’d always wanted to see, a game that felt like real-life fantasy combat combined with the salivating skinner box of experience and levelling up. It was brilliant, but often the deliberate difficulty curve got too much.

Early reviews of Bloodborne make it sound like it’s solved that problem by giving players more information and an easier time early in the game. Then ramping up to the more brutal levels expected once players have adjusted. It seems an excellent solution. Plus, the rich graphics, emphasis on offense over blocking and obvious horror theme had me hooked.

The trouble is, I don’t have a PS4. So I can’t play it. And there’s no way I can justify buying one when I’ve still got Gears of War 2, Halo 4 and Red Dead Redemption I want to finish on the 360. Not to mention Dark Souls, which I’m only half-way through.

So I’m left hanging in a trap of my own construction. It’s something I remember well from my teenage years when I just couldn’t afford most of what I wanted. There’s nothing for it but to knuckle down and carry on, trying to ignore that awful itch of desire. That’s what being grown up is all about.

I understand all that. What I didn’t expect was to find that wanting could be so much fun.

It’s the same principle as the ascetic. In denial, one learns to find satisfaction in self control. Except that this is a thousand times better because I know that at the end there will be a sweet reward. There will be a time that I can cave in, get a new console, and enjoy my game.

And when I do, I’ll enjoy it all the more for having waited.

Finding this unexpected pleasure made me yearn for the days when it happened more often. Because make no mistake: this isn’t just about being a games writer. Fans and commentators alike have been decrying the lack of innovation in big-name titles of both video and tabletop games for years. That’s what’s at the root of the malaise lingering over the current console generaiton, at least until Bloodborne came along.

While there’s plenty of creativity amongst independent designers, arguably it takes a big game to engender a big sense of desire. It takes overwhelming production values and an enormous potential play time. It takes a certain level of marketing polish, too.

Other media have already been through this. Blockbuster cinema was floundering a few years ago. That empty space summoned forth white knights to fill it, and alumni like Peter Jackson and Christopher Nolan answered the call. I’m not sure who their equivalents might be in the video gaming world, but I’m confident the increasing interplay between big studios and small developers is going to throw up some surprises.

Who, though, is going to break through the tabletop barrier? If my money was on anyone, it’d be Rob Daviau or Vlaada Chvatil. But we’ve heard nothing big from either of them for ages. I hope one of them, or someone else, delivers soon. I want to feel that sharp hope of hype about a cardboard game at least once more before I die.

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Gimme Danger

tomb raider combat

The recent Tomb Raider reboot, mistakenly cited by Tom Chick as one of the best games of this generation, is bullshit AAA games-making at its worst for a number of reasons. But the moment where I decided to check out of it was when I was tasked with guiding Lara Croft across a girder spanning a chasm. The camera tilted forward to show me the danger of the fall. Lara’s arms went out to balance, and I assumed that I would need to carefully nudge the stick, moving her slowly so as to maintain footing and overcome the perilous obstacle. I stopped halfway and I watched her, fidgeting and nervous, feeling that strange fear of ersatz death that video games can sometimes create for us. And then I just started jamming on the stick to see what would happen.

I wasn’t even treated to one of the many canned, grisly death animations that the newly “empowered” Lara is subjected to throughout the game. Instead, she did this ridiculous chicken dance- literally unable to fall. The danger was a lie. Lara was not in jeopardy, there was no stake in using skill, patience, and a steady hand to overcome a perilous situation. Imagine Raiders of the Lost Ark if the camera pulled back during the boulder sequence to reveal that there was no way Harrison Ford could actually be crushed by it. Between realizing that I could fool the game’s enemy AI by running up and shooting bad guys in the face at point blank range with a bow and arrow and this moment, I realized that despite all the adventuring and derring-do, there was no actual danger in this game. Zero threat to anyone involved, including the player. The only casualty was suspension of disbelief. This is something that is all too common in big budget, story-driven games. The sense of risk is completely neutered, and this can render narrative and subtextual content completely sterile when it comes down to defining how the player’s actions interface with the script.

I did realize that I could push the jump button and actually make her fall by apparently clearing the invisible wall, but the game was too far gone. It caused me to reflect on the nature of danger, risk, and threat in games and how games like Uncharted and any number of recent adventure or action games have mollycoddled and pampered a fictional gamer-consumer (cooked up by publishing house executives and cowardly game designers) that is apparently afraid of failure, particularly in regard to story-driven games. It is in some sense the difficulty question that comes up from time to time, usually with games like Dark Souls and a Roguelike or two waiting in the wings to put in an appearance.

But it’s more than just a question of how “hard” a game, how much resistance its level design, AI, or other elements put up against the player. I like tough games, I like to feel that I’ve overcome a challenge because I’ve developed the required gameplay skills or acumen and answered the designer’s call to learn and play. I also like to feel like I’ve just barely squeaked by with a touch of luck, left wondering how in the hell I made it through that part of the game. I like the exhilaration of being almost to the end of a level in a difficult platformer, tensing up, and being afraid to lose. There’s no reason that a game that’s telling a story shouldn’t be as demanding in terms of skill as a classic arcade game. Make me work for the story. Change it up if I miss the mark. Make me feel that I am in real danger.

Not everyone wants the roadblocks and frustrations, I get this. Some folks want to play a game and face no resistance at all, just to see what’s in it and move on until they get the good ending. That’s fine. But there is a major issue in question here when game designers are removing any sense of risk, challenge, or danger through silly mechanics like Uncharted’s failsafe “golden ledge” platforming. If it’s a high-spirited, seat-of-the-pants adventure and the only sense of danger is quite literally faked as in the case with Tomb Raider…what’s the point, at that point, of playing that game instead of watching an Indiana Jones picture that completes the illusion of threat much more completely and believably- sans chicken dancing on a girder a million feet up in the mountains?

I want to see story-based games that aren’t afraid to take things away from me if I lose or hit whatever failstate there is. The faltering survival horror genre was great at this, until making horror games more “accessible” meant piling in more bullets, health packs, and hit points. Permadeath is obviously one way that designers of games like Fire Emblem or XCOM accomplish this by removing characters from your roster. The Souls games and later ZombiU brilliantly built in a sense of high stakes as well as an impetus to learn and try again by leaving your bloodstain and all of your accumulated souls way down in some dungeon at some point you’re afraid you won’t make it to again and this is all built into the narrative and setting of these games. Metro 2033’s higher difficulties, including the absolutely grueling “Ranger” mode, make the surival aspect prominent and grants the game an almost overwhelming, insurmountable sense of despair and fatalism. These are meaningful ways to make games feel dangerous and challenging but also engaging at a storytelling level.

These days, a “hard” difficulty setting is just a bone thrown to gamers that remember when you actually had to learn to play games to beat them. It usually just means that the bad guys need five or six more headshots to kill or there are more of them. The AI isn’t any better, and the stakes aren’t any higher. It’s a way to fake a challenge, as are achievements and trophies. All of these options are low risk to the developer and publisher, afraid of gamer-consumers who might be scared to lose and take their money elsewhere. And none change the vaunted, terrible scripts to which these games are metered and tethered.

Are gamer-consumers really afraid to fail? Will they not buy a game if they think that they can’t win or complete a storyline? If this is the case, then why is competitive multiplayer from Call of Duty to Starcraft II to League of Legends so popular? Why was Dark Souls a big hit with its taunting come-on “prepare to die”? Why are sports games, where you have a binary win/loss outcome, popular? Everybody that’s ever played a tower defense game knows that the best part is in those last few minutes of a game gone pear-shaped, where you’re trying to hold out and turn it around. Same goes for any “horde mode” you care to name. In these games, failure is real and meaningful. In a story-driven game, the best you might get is an item on the quest list marked as “failed” with a minor variation in the outcome or a different ending based on a facile moral choice. Larger games like Mass Effect might manage to weave a larger tapestry of successes and failures to create a greater sense of player agency, but ultimately there is still little at risk in terms of completing the game or its intended arc.

But in a big-budget, AAA action adventure game like Tomb Raider, danger is when the entire image freezes on a scene of Lara about to be stabbed by some guy and a big circle closes in on whichever button you’re supposed to press. Or you crouch behind a waist-high wall, moving when the bad guys throw some kind of explosive or incendiary because the designers can’t work out how to make a believable or realistic firefight with believable or realistic AI. It’s not gameplay, it’s not tension, it’s phony drama. The only thing at risk during one of these scenes or in any other life-or-death situation is usually two or three minutes of playtime. Nothing changes in the story, it carries on as it was written by— in the case of Tomb Raider- D-grade 21st century kinda-sorta television writers aping JJ Abrams. The “interactive media” mask drops, revealing that the game is just as fascistic in directing the viewer as a film is. You just get the option to make the character dance on a girder during a false life-or-death sequence.

The Tyranny of Challenge

Like most middle-aged gamers, I cut my teeth in the noisy, garish world of coin-op arcades. When each play costs anew, game designers and manufacturers had a vested interest in making them tough. Not too tough to put off potential gamers, but enough to require repeated coins pumped through the slot.

It was a delicate balancing act but we lapped it up, living for those sweaty moments of exquisite agony where new and unexpected situations taxed your muscle memory and you twitched instinctively over the joystick. Trying desperately to keep that personalised bunch of mindless pixels on the screen burning brightly for one second longer, fired with the knowledge that pocket change isn’t that easy to come by when you’re a teenager.

The same ethic of toughness pervaded the early home computer games. Partly it was inherited from the coin-op world, and partly it was down to technical constraints. But neither lasted. As early as the end of the 8-bit era there were games where progress could be saved, where the focus was more on brave exploration or engrossing story or cunning conundrums than it was on mastering movement patterns.

At a stroke this should have altered forever the culture of difficulty. Where is the value in setting up artificial barriers to progress when they can be overcome eventually with the repetition of saving and reloading? Anyone could master anything with no more skill than a reserve or patience, or obsession. And yet difficulty not only remained a shibboleth of game design, it remains celebrated now.

For evidence, look at the number of titles that hobby gamers repeatedly celebrate and marvel over from the most recent console iteration which are feted for their extreme levels of difficulty, such as Dark Souls and others. Observe the worry about input lag on modern TVs, and how microsecond differences can make difficult games unplayable. Look at the exhortations you see in columns and articles everywhere to play games on their most punishing settings.

I first started thinking about this when I saw a fairly heated discussion about the merits of doing just that on Max Payne 3. There was a minority of dissenting opinion that the best way to experience the game was to actually do the exact opposite, make it as easy to play as possible, and just sit back and enjoy the story and those cool bullet-time visuals. And I thought, why not? What’s wrong with just loving a game because its immersive and clever, treating it more like an interactive film than a traditional game experience?

I was reminded of that train of thought recently, playing Dear Esther for the first time. It’s an odd thing which defies easy classification, and I admired to hugely for its inventiveness and artistry, probably more than I enjoyed actually playing it. But it has no difficulty whatsoever, beyond the demands that piecing together the intentionally fragmentary, incomplete story places on the player. It may not even be a game.

But whatever it is, it wouldn’t work anywhere other than on a computer. I was dumbfounded to read that some of its critics felt it would have worked better than a film. How would a film incorporate the elements of exploration that reward the player with more clues on Dear Esther’s tantalisingly incomplete characters and plot? How would it randomise the monologue to ensure repeat value and different interpretations on each analysis? How would it draw the viewer into the central driving seat of the experience? It is fundamentally a digital experience, and must remain so to preserve its value.

But on consideration, its astonishing that it took so long for something like Dear Esther to exist. The ways in which it leverages the medium to create an absorbing yet highly creative and aesthetic experience seems obvious after the fact. And it’s not like artists haven’t tried using games to make important, interesting statements before although the results have been far more art than game, worthy of analysis rather than play. Why did no-one create a playable art-game hybrid like Dear Esther earlier?

Some of the blame rests with the deservedly dreadful reputation that the term “interactive movie” garnered early in its life. Games like Dragon’s Lair and Space Ace might have looked very pretty by the standards of their time but they were clunky, linear things with little replay value and the bad smell they left after their initial vast hype is only now beginning to dissipate. Recent titles like Dear Esther and Heavy Rain leave me wondering what that amorphous combination of film and computing could have managed in the intervening years were it not for the long shadow of the laser disc.

But mostly I suspect that the lack of progress in this space is due to the worship of difficulty on the part of game designers everywhere. The people in the driving seat of game releases have, up until very recently, been my generation, that same generation who had an association between challenge and gaming seared onto their developing adolescent brains from hours of coin-op play. To people raised on that cultured that celebrated challenge as the be-all and end-all of games, the idea of something sedate, easy, to be consumed and appreciated for reasons other than its difficulty is anathema.

The same people are doing a lot of work on mobile and tablets. They’re responsible for games like Super Hexagon, a game of such intense difficulty that progress for most players is measured in terms of seconds, not even minutes. But the interesting thing about this is that in many ways mobile gaming is a return to the early days on coin-ops because both formats have an inherent interest in keeping games short, albeit for very different reasons.

As a result high challenge games work exceptionally well on mobile. And as the format eats further and further into console and PC gaming it’s worth remembering that while difficult games have value, they don’t entirely play to the strengths of those platforms, which is rendering long, compelling, media-rich experiences.

This isn’t about bashing difficult games on consoles. When they’re built around the concept of their challenge, cunningly designed as Dark Souls is to make it a central feature of their game on top of which other involving aspects of play can be assembled, they can be superb. But the continued existence of fake barrier erected in many other games can simply lead to repetition. Don’t be phased. Enjoy games on whatever difficulty settings appeal to you most. And hope that now a new generation of developers is leaving the old god of challenge for mobile, where it properly belongs, we’ll see a whole lot more experimentation and innovation in the next hardware generation.

Old School Rules

Old School Rules

My second favourite place to read articles about gaming (NoHighScores being the first, obviously) is Edge Online. And it was there that I learned the news that two well known names in video game design history, Brenda Brathwaite and Tom Hall, were joining forces on a kickstarter campaign to fund an “old school” RPG. The modern incarnations of the genre being apparently, in spite of being “epic” and “wonderful”, in need of some competition from the aged paradigm of stat-crunching. The article from which I learned this asked the pertinent question of what, exactly, the label meant. That pushed my nostalgia buttons sufficiently to make me want to try and answer the question for myself.

I grew up with both computers and with pen and paper role-playing games and I can’t recall a time when the link between the two was not obvious. Gathering other gamers together for role-playing sessions is hard and if you want the full effect of slowly developing a group of characters they suck in immense quantities of time. Computers promised a solution to both issues, allowing you to get your fix any time you wanted and speeding up the campaign arc.

The initial offerings I came across were interactive fiction games, which I found and still find charmless, frustrating things. They have all the book-like limitations of trapping you inside someone else’s imagination without the benefits of character development and absorbing narrative. And the experience of dealing with language parsers drives me to a level of incoherent fury unmatched by anything else in my gaming experience. These were not the things I wanted, where an inventory was a clumsy box of puzzle solving tools rather than a roster of legendary weapons and magical armour.

So the first time I got wind of something that smelled like my beloved Dungeons and Dragons, my delight was incandescent. It was original Bard’s Tale and I was ten. I had no idea how to play the game properly, and I didn’t care. I would carefully roll up a party, lovingly name them and clothe them in skins of iron and steel before setting out into the brutal dawn of Skara Brae where they would stumble into enemies and be torn apart like mewling babes. Whereupon I would go back to the inn and repeat the process over and over, ignoring homework, meals, bedtime, until I was dragged protesting from my dream world, eyes round and red from wonder and exhaustion.

This happened because I was expecting a replica of my childish D&D experience where the heroes went out and slaughtered monsters, collected the loot and went out to slaughter more powerful monsters. I think I solved exactly one of the horrible battery of puzzles the game slammed in front of the player like iron doors, which was how to get into the first dungeon. And once the euphoria of that discovery wore off and I realised that what I’d found was nothing more than a faster way to get my callow band of heroes slaughtered, my interest in the game began to wane.

The Bard's Tale
But unbeknown to me, The Bard’s Tale was just the most popular and visible cap on a mushrooming world of computer role playing games. Ultima had been born five years before and, although I would not play a game in the series until the early 90’s, had set down many genre conventions. After The Bard’s Tale and the home computer revolution they began to sprout in earnest. And why not? On the limited hardware platforms of the time action games looked awful and played in a sticky, halting fashion compared to their arcade counterparts. Role-playing games offered the majestic worlds of wonder and the grand sagas that we craved from both pen and paper RPGs and computer games.

What all the early role-playing games had in common was an obsession with numbers. Character ability scores, experience levels, weapon bonuses, spell counts. That’s where the focus was, or at least the focus of most players. Sure some of those titles were filled with cleverly conceived plots and marvelously inventive settings but what the pen and paper role-playing crowd who lapped these things up really wanted was a computer simulation of their favourite games. And that meant stats and power curves, building up experience points and hoarding loot. It is, as we well know, an incredibly addictive model of game play so titles that stuck to the Dungeons and Dragons formula sold well, got well reviewed, and spawned copies until it became the dominant model in the genre.

Inevitably actual licensed Dungeons and Dragons games eventually began to appear, the first being Pool of Radiance in 1988. But what’s striking about this release is that came after the first video adventure game that struck new ground in the genre, Dungeon Master. With its real time play, peculiar repetition based experienced system and mix of tough puzzles and twitch combat it moved the focus sharply away from number crunching and toward action. The stats were still there of course, buried in the character screens, but for the first time the player didn’t really have a clue what the number represented, what they were for. So obsessively tweaking character builds for maximum power became futile.

Dungeon Master

Dungeon Master laid, arguably, the groundwork for the modern concept of the action RPG. But while people raved about it they kept on lapping up the stats based model. They did so because it was a better mimic for their other hobby and because that reward-response reinforcement is so amazingly powerful. So while technological developments allowed first map-based tactical combat and then real-time combat the numbers stayed totally in the heart of things.

What changed the game finally was Diablo. One hundred percent real time and a character stats system stripped back to its bare essentials, it arrived at a time when computer gaming was becoming increasingly seen as an ordinary everyday activity and not the preserve of Dungeon and Dragons nerds. And it proved that the reinforcement model was just as addictive for mainstream gamers as it had been for the pen and paper role-players before them. From there, slowly, the action RPG model took over as the dominant one and evolved toward pinnacles of near-perfection like Dark Souls and The Witcher, whose difficulty made them once again the playthings of hardcore hobbyists. Video role-playing had come full circle.

Until now, and the kickstarter calls for a new stats based role-playing game to challenge these behemoths of modern technology. It is, as others have observed, a little sad that kickstarter is so often used to stoke the dormant volcanos of nostalgia than to drive innovation. But what I find especially odd about this new project is that as far as I can see, what I consider as old-school role-playing never went away.

If you go trawling around the stony bottom of the internet you will find many, many stats-based role-playing games that will give you many hours of enjoyment without costing you a penny. Just like the arthropods you might find under the real stones of a real stream they’re often ugly and will bite you if you’re not careful, but they’re there. From fan freeware modelled on the console JRPGs of our teenage years to the untold legions of lovingly maintained Roguelikes they will satisfy your desire for stats-based, reinforcement model gameplay to the very brim.

So what does that leave us with from a kickstarter project? A new story, that’ll likely follow any number of tiresome fantasy conventions, perhaps. A graphical update that still won’t be able to match the best looking action RPGs on the market, certainly. But ultimately, and ironically quite unlike the trailblazing adventures its supposed to simulate, this seems doomed to re-tread some very well worn paths indeed. I’ll be sticking with Angband and my action RPGs.