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Brakketology: Summer’s Over Edition

DAInquisition

Labor Day has come and gone and the last time I penned anything we lived in a world where I could go 48 hours without hearing anything about Miley Cyrus. I didn’t even know what twerking was. Yes, it was a happier, simpler time. But fall is coming and I’m here with renewed vigor to, like, write things and stuff. (Said vigor may least three weeks or three years, get your bets in now!)

After the break, lots of stuff from the past week summarized for your edification…

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Dragon Age 3. Now with 100% More Origins. And 150% More Mass Effect 3! RPS saw the game. They wrote things. (Along with about a billion other hosers.) Many promising things that you should go read, but let me snip this one small chunk from them:

Tales of Grey Wardens and blights are in history now, with the world facing a new threat – a Fade Rift. The Fade is the magical realm that exists alongside our own, filled with horrors and abominations. It is the place with which mages are most in touch, and hence why mages are so feared and vilified in the world. And now it’s torn open, and all manner of beasties are pouring in. And that’s trouble.

However, rather oddly, little seems to be being done about it. Each clan of people, each enclaved race, seems extraordinarily wrapped up in their own disasters, and none is able to tackle the Fade troubles as well. And BioWare were keen for us to know that this just seems a little bit too convenient. So you, whomever you might decide to be (and this time out that can be Human, Elf, Dwarf or new to Inquisition, Qunari), are heading up a new Inquisition, to Get. Shit. Done.

Put in Mass Effect terms, you’re a Spectre and you have to unite the Salarians and the Rodians and the Romulans to combat the Reapers. Yes, the next paragraph (follow the link, follow the link, follow the link) says this isn’t the case, but not with any facts. They’ve got a “just trust us on this” from producer, Cameron Lee. I think Bioware used up all their trust when they told us Dragon Age II was a full on sequel, but perhaps I’m just being catty.

On the non-catty side of the fence, tactical overhead view in combat is evidently back (YES!), there is not auto-healing between battles (m’kay), and locations won’t scale their difficulty to your level (YES!). These are things you should be excited about.

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Is the Enemy Within Firaxis Itself? You people know how much I love XCOM: Enemy Unknown. I love it so much I eventually caved and stopped using a hyphen in the title. They earned it. This trailer and some of the things I’ve read about the recently announced expansion, Enemy Within, however, have me wary. Sure, I’m glad international troops will have international voice sets, etc., but augmentation canisters on levels that self-destruct if you don’t reach them in time? Is that a bridge that’s just entirely too… gamey? It feels like it. As do the mechs in this entirely too action-packed trailer. Enemy Unknown wasn’t an action game and marketing it like one strips away the qualities that make it unique and awesome. I’ll keep my mind open until it comes out in November, but yellow flags raised and all that.

Outlook Cloudy. Ask us Later. Microsoft is telling people they absolutely will support external storage for the Xbox One. Just not at lunch and, no, please don’t ask us how long you’ll have to wait. Next question. This is the natural evolution of the release now, patch later mentality that began with PC games roughly 20 years ago. It’s filtered through to console games and is now infecting game consoles themselves. (Isn’t the Wii U still promising features that buyers should have had at launch?) How about you guys call me when you’re done fiddling and the console is really complete and maybe then I’ll consider giving you my money… if you throw in a pack of doughnuts and a hooker. (Disclaimer to fiancee: Said hooker is not for me, I swear!)

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Consider Yourself Teased. It’s an actiony Space Hulk game. It has a teaser. It’s also from Focus Home and Cyanide (two companies with spotty track records) and Streum (a company with no track record to me). Given that, showing a pre-rendered space marine stomping around buys you… nothing really.

Balder’s Gate 2 Gets Enhanced. Joystiq says it’s coming November 15th. The first game’s Enhanced Edition demonstrated to me that the Infinity Engine isn’t remotely well-suited enough to iOS to have been worth what I spent on the iPad version. It’s still a terrific PC game, though. For one of my favorite games of all time, I’m willing to buy again from Trent Oster’s crew of merry rebuilders.

Star Citizen. Cash Cow. Having now been funded to the tune of $17 million, I’m starting to regret paying not attention to the game whatsoever. My wallet is in my hand, Mr. Roberts. Dare I pull out more wads of cash for you?

Short, Short Reviews. Bill just wrote about Gone Home and Occult Chronicles. I’ve played both and my opinion can be summed up thusly: What he said.

In Summation. Brakketology as a recurring name at the top of this column. Lame or incredibly lame?

Tuesday Mourning – The Downer Edition

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Michigan lost. I’m in mourning. Except not really, because it was an amazing, wonderful season and that team did the school and its fans proud. Also, subs. Craziness. You know the drill. Mostly I’m just hungover. Off of three beers. I’m not sure how that happens. I’m a lightweight. Anyway. This week’s ramblings consist of a large bag of half empty as Disney realizes what we all already knew, EA demonstrates itself to be as tone deaf as ever, and an MS employee gets in trouble for being honest about the wrong things. But first, something wholly awesome.

X-COM versus XCOM. Adam Sessler of Rev3Games did a sit down with the co-creator of the original X-COM, Julian Gollop, and XCOM lead designer Jake Solomon. As a fan of both games, it’s just neat to see two of the principles behind them congratulate each other on being so awesome. And I’m not even being sarcastic. They are awesome for doing this:

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LucasArts Is Gone. LucasArts Has Been Gone. A lot of people felt sad, angry, etc. when Disney announced they were shutting down LucasArts. Beyond feeling bad for the people losing their jobs, I’m not sure why. LucasArts hasn’t been the LucasArts we all fell in love with for a very long time. Here’s a list of their projects. First of all, they’ve barely published anything developed in-house for the better part of a decade and the titles they did have a hand in were largely dogs. Knights of the Old Republic? Bioware. The latter-day Jedi Knight games? Raven. Even X-Wing: Alliance was developed out of house. Yeah, 1313 looked cool in a hands-off demo. Lots of bad games look cool in a hands-off demo. There was a time, and this is going way back, when Colonial Marines looked promising. We know how that went. That Disney is going to license out their game properties to other developers isn’t a new development. It’s a continuation of the status quo. There just won’t be a LucasArts logo on the box anymore.

EA Opens Mouth. Announces Business As Usual. There was a time, when they were busy destroying Origin Systems from the outside in, that I absolutely loathed EA. Then there was a time they seemed to be doing interesting things, letting Bioware make awesome games, trying new stuff like Mirror’s Edge and Dead Space, etc. And then… well, you know. I pretty much loath them again, to the point where I’m not even sure I’m all that interested in Dragon Age 3, let alone anything else they might put out. So when the company once again became a finalist for Consumerist’s Worst Company in America award, I wasn’t exactly surprised. I was even less surprised when COO Peter Moore stepped up to the mic and promptly made an ass of himself. I could spend the next 2,000 words telling why the company can’t fix what ails them because they don’t even understand the problems they face, but Ben Kuchera already went and did it for me:

EA has become a company that releases mediocre products created by faceless teams. There is no real vision at work, no grand design. Just the idea that free-to-play games and microtransactions are the wave of the future, or at least they better be, because none of the company’s $60 boxed releases are finding much success with either critics or gamers. Lord knows that the latest Madden game will do well, but that’s only because gamers don’t have a choice if they want an official NFL title. FIFA will also likely remain a hit in the global market. So they have that going for them. Which is nice.

Until EA stops sucking the blood out of games in order to make uninspiring sequels, or at least until they begin caring about how much gamers hate their lack of respect for our money and intelligence, this is going to continue. We don’t hate them because we’re homophobes, we hate them because they destroy companies we love. We hate them because they release poor games. We hate them because they claim our hate doesn’t matter as long as we give them our money.

I’m not sure it’s possible to say it any better than that.

Microsoft to Gamers: Let teh Noobz Eat Cakeses! Microsoft has a Creative Director named Adam Orth. Orth uses Twitter. Microsoft would probably like it if he didn’t. Not because he says things the company doesn’t already think, but because he said exactly what they do think. Via The Verge:

“Sorry, I don’t get the drama over having an “always on” console,” he said, before adding a #dealwithit hashtag. “Every device now is ‘always-on.’ That’s the world we live in.” When pressed on the point, Orth compared the situation to buying a vacuum cleaner knowing the electricity in your house might go out, or using a mobile phone in an area with poor reception.

Microsoft put the muzzle on the guy and disavowed his statements, because… well, they pretty much had to. What Orth tapped into was, in my mind, something of a refreshing vein of honesty and not because I agree with him (obviously). I think his sentiments reflect exactly the sort of dickish tone-deaf, consumer-hostile thinking that goes on at these places. I can’t bother to be outraged because, at this point, it’s expected. It’s the norm. The console will come out. If it has enough of the features I want at a price I’m willing to pay, I’ll buy it. If it doesn’t, I won’t. It’s not worth any more thought than that. As for Orth, if MS shows him the door, I’m sure he’ll still have a promising future at EA.

Jumping the Shark Update

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Just a quick update on the JTS status for the week. Unfortunately, unforeseen circumstances made it so that Bill could not attend this week’s show. Todd was sailing the high seas, like the slacker man of leisure that he is, so that left just me to do the show. I think it’s safe to say that I am barely competent when on the show with two other people, so doing a show solo would lead to nothing good. Yes, I have done it in the past but that was with time and preparation on my side, two things I didn’t have this time around.

So, in short, I’m very sorry that there’s no new episode this week. If you missed last week’s episode, on account of no one posting about it because Todd was gone and we’re all lazy sots, here it is. I’ll do a better job in the future covering for Mr. Brakke and making sure that JTS gets served up hot and fresh. I’m grateful that people care when we miss an episode and I don’t feel particularly good about taking that for granted. For that, I apologize.

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XCOM: Enemy Unknown in Review

I finished XCOM: Enemy Unknown Tuesday night, so that means it’s time for a proper review. (I officially give up on the hyphen. From now on we’ll just pretend it’s there.) Before I get into that, however, a few words about the two recently announced pieces of DLC: Slingshot and Elite Soldier Pack. This is the 2k I know and loath. First, the Elite Soldier Pack is basically armor colors and a few more heads (three helmeted ones and a new hairdo). It’s content (particularly the armor tinting) that should have been part of the main game by default. Asking people to pay $5 for this is shameful. It’s the same nickel and dime for the least amount possible that we got from a lot of the Civ 5 DLC. The Slingshot DLC adds a new playable “hero” to the squad and some scripted missions. It’s not fair to judge sight unseen, but I am not enamored with the idea. I think it fundamentally misunderstands what makes this game good. It’s arguable that the weakest parts of XCOM are the parts where it’s scripted, which is thankfully uncommon, so trying to make people excited about three new council missions that have their own story arc isn’t the world’s greatest sell. Hopefully I’ll be proven wrong about that.

On with the review…

Big. Damn. Heroes.

X-COM: UFO Defense, released in 1994, is a gaming legend. As is often the case with legends that means, in addition to being a great game in its time and place, it’s remembered for being a bit more than it actually was. It was buggy, fiddly, and, even for the time, didn’t look particularly good. These things didn’t keep this game about halting an alien invasion of Earth from deservedly becoming one of the most fondly remembered games of its time. I point this out only to dispense with the notion that UFO Defense was somehow a perfect model to which any remake must slavishly adhere.

Firaxis’ new spin on the X-COM legacy, XCOM: Enemy Unknown, is every bit as flawed as the original, if for different reasons, and yet it’s also every bit as memorable as its namesake (for many of the same reasons). Firaxis had an impossible job to do in making a turn-based strategy game in 2012, one that had to function equally well on PC and console, and make it worthy of the legacy. It could have been too wonky for mass audiences. It could have been too dumbed-down to appeal to core strategy gamers that still fondly remember action points and facing rules. That Firaxis was able to strike such a fair balance of streamlined mechanics and wonderfully emergent tactical gameplay is a credit to a talented and storied studio. XCOM is the game I’ve been waiting for, for a long, long time.

The fascinating incongruity about XCOM (old and new) is that it’s a game about stories where the overriding background story is just that – background. That’s because the best stories in XCOM don’t come from any of its largely random missions, only a handful of which are loosely scripted. The real stories in this game are emergent, born of a dozen different decisions you’ll make from turn to turn. Sure, the Earth facing invasion and annihilation by beings from another world, and it’s attempt to thwart disaster by having its major powers unite to form an elite alien-fighting task force (XCOM), provides an adequate backdrop, but it’s when you take your squad of four to six solders, soldiers you customize in name, appearance, and ability, that the real stories begin.

It’s a game that begs you to tell your buddies in the real world or on an online gaming forum about that time your heavy class trooper fired a rocket in a storefront wall to take away a muton’s cover, allowing your sniper a clear killshot. Or how you risked a double-move out of cover with your wounded assault trooper only to have her miss a wide open shot and end up poisoned to death by a thin man. Or what about that time you had a total party wipe when an unseen sectopod caught your squad grouped up next to a UFO power source that it caused to explode? This is a game that ten different people can play and, yeah, they’ll all follow the same rough story threads, but they’ll also have ten wholly unique experiences in the process of traversing them. Old version, new version, that is the genius of XCOM and it’s alive and well here.

No, not everything is perfect, though the line between design brilliance and notable flaw will vary based on your expectations. If you’re a die-hard from the UFO Defense era that treasured large squads of 10+ soldiers on a mission and the more intricate group tactics they afford, or having to worry about what direction a squaddie is facing or whether they’re kneeling or not, or being able to swap large inventories between squaddies and rifle through the effects of dead aliens in-mission, then you’re not going to like the compromises made here. This is a beer and pretzels tactics game that you’ll pick up quickly and then keep playing because the mechanics in place function so effortlessly together.

Die-hards aren’t going to like the narrower environments that don’t offer nearly as much room to roam and explore as X-COM. But there’s a benefit to that too. Missions in this game aren’t designed to go on for hours and hours. Some are longer than others, but most are meant to be bit off in manageable 30 to 60-minute chunks. You’re not going to waste nearly as much time just wandering around, hoping to stumble into that last remaining sectoid before you can pick up and return to base. I call the more directed maps a net win for this reason – oh and they’re gorgeous and wholly destructible.

Speaking of your home base, if the in-mission tactical game weren’t impressive enough, Firaxis has done a remarkable job of making the strategic management of the XCOM project a seamless experience that doesn’t get bogged down in minutiae You get to make plenty of decisions in terms of what technologies to research, what buildings to construct, and generally how you can best spend the finite funding and resources at your disposal, but owing to the fact that you now run just a single base, (with satellites picking up the tab for monitoring the world’s alien activity), the game doesn’t let your time spent making these decisions become tedious. Sure the rewards for doing missions end up feeling rather arbitrary and the game could do with a bit more variety as to types of missions, but the sense of pervasive threat as you struggle to keep participating nations funding the XCOM project in the face of ever-increasing alien activity keeps the game humming along just fine. I could quibble that the research tree isn’t broad enough or that the game doesn’t last long enough, but it’s easy to forget just how crucial balancing all these different elements is to this game and just how remarkably well it achieves that balance.

Would that these kinds of fair compromises were the only issues. Unfortunately, there are problems to which even the most enthusiastic fan of the game must admit. The game is flat out buggy. I’ve mercifully been spared the worst of them, but there are bugs that can hamper your ability to properly play the game. I encountered one in the final mission that, had I been playing in the game’s Ironman mode (which prevents saving and reloading where you like), very likely would have prevented me from finishing the game. It makes playing it a gamble. Will you be among the lucky majority(?) that only sees weird graphical glitches like a soldier firing (visually) in the wrong direction or has its hairdo flicker back and forth between two styles during a mission? Or will you end up cursing Firaxis and swearing off the game forever when 30 hours of work gets wasted because a bug prevents you from opening a door you must pass through to continue on a mission? That’s a problem.

Less severe, but constantly annoying are some of the PC control issues. (I didn’t try the game using a gamepad. I’ve read that it controls better if you use one.) 95-percent of the time using a mouse and keyboard with XCOM is perfectly adequate. In a day and age where games built for PC and console simultaneously are often cursed with abysmal controls, perfectly adequate counts as a rather sad victory. There are hotkeys to control the camera, issue commands, etc. On a flat map, the mouse is extremely effective at letting you choose just the right spot for where to send a squaddie or toss a grenade. The problem is the camera and mouse combination cannot handle elevation, a rather crucial component of the game, and as a result it constantly behaves as if it knows better than you where it should place itself. Sometimes these issues are merely annoying, like how it snaps back to its default view every time you switch from one soldier to another. Other times it actively interferes with your ability to select a particular zone. Sending your team into a medium to large UFO is nothing but an exercise in frustration as you too often have to raise, lower, and rotate the camera every which way to get to a point where you can click where you want to click. Sometimes there is no way to clearly establish where the placement indicator is and you just have to click and hope that just because the ceiling obscures your view that your soldier will still end up where he should. Firaxis needs to address this problem and they need to do it sooner rather than later.

There are other nuisances to be sure, like the frustrating inventory management screen where you outfit your squad for battle. The game’s finale is jarringly scripted and offers a less than satisfying conclusion. And, seriously, why exactly is it I can change the name, ethnicity, and armor colors (with DLC), but not a squaddie’s nationality or gender? Yes, yes, it’s a game about an international organization and it should have soldiers from all over the world. That’s swell and all, but there is absolutely no reason not to let the player make this purely cosmetic choice for themselves.

Yes, these issues do diminish the experience somewhat, but these are largely distractions, blemishes that stand out precisely because the core of the game is so indelibly perfect. As you sit back in your chair wondering if you should direct your science steam to prioritize armor research, or weapons research, or start that alien interrogation; as you make decisions about whether to risk your squaddie’s life to protect a civilian from an approaching chrysalid; as you rank up an experienced team of veterans only to see them picked off one by one over successive missions — these are the critical areas that XCOM had to get right, and it clears the bar with room to spare. This is a game about choice and consequence in which you never stop making choices and the consequences always have weight. When the experience is as good as the one XCOM offers, its few missteps aren’t enough –not nearly enough– to make this anything less than one of my single favorite games of the past five years. Yes, it is that good.

Jumping the Shark Podcast #148

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With Bill spending a few days getting back to nature, it’s the Brandon and Todd show once more and we spend it talking about the things of largest concern to gamers everywhere: The Tigers in the World Series and my nightmares of demonic possession. There’s some game talk thrown in for good flavor, I guess. Brandon goes back to Borderlands 2 and it’s initial go-round of DLC: Captain Scarlett’s Pirate Booty. I get in deeper with XCOM, including an ill-fated experiment with the game’s Classic difficulty. We also talk a bit about game modding and DLC in general. (I was wrong, by the way, that the modding scene hasn’t broken out yet for XCOM. There’s already some interesting options out in the field. You can find and read all about them at XCOM Nexus.)

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