Yakuza Zero: Slow Start

I started playing the DLC they released for Borderlands 2 to set up the third game, and oh, wow, you can tell it’s been five years of development Hell since they made the last game. The writing has completely fallen apart and no one seems to have realized that while, yes, most people who’ve finished all the other DLC (and since the GOTY edition has been out for like four years now, that’s probably everyone) will be at level 40 or above, all the other DLC caps out at level 35, so they’ll have level 35 guns, so stocking the new DLC with level 40 baddies makes them insane bullet sponges. And the gun shops are always a few levels behind, so it’s taking forever and a half to find gear appropriate to the 5 level leap the content just took. I still kind of want to play the Borderlands series all back-to-back so I can do a retrospective post for all the games in context of each other, and I’m only one game away from making that happen (assuming we don’t count Tales of the Borderlands, which was generally well-received but I’m in the Borderlands series for the gameplay first, so, uh, that’s just gonna have to be a hole in the review), but I’m definitely mixing in some other games.

And since I’ve got a friend reading some non-fiction about the Yakuza lately, I’ve decided it would be helpful to help him gauge the validity of the book by getting some firsthand experience with a highly accurate, detailed simulation.

Yakuza Zero has a pretty slow start, though. I don’t think it has the same problem that Ubisoft games (especially the Assassin’s Creed series) have where they unnecessarily stack one prologue after another on top of you. They’re trying to set a scene and build a mood and it works, but they do lay some of it on thicker than is necessary.

For example, there’s a conversation between protagonist Kiryu and his Yakuza buddy Nishiki where he talks about how flashy clothes and cars and dropping money on hot young women so they follow you around all helps to make an impression, and keeping up these kinds of appearances is important in the Yakuza. Kiryu has the Bushido vibes going, the stoic enforcer who’s all about skill and loyalty rather than style, all fruit and no flower just like Miyamoto Musashi wrote. But do we need the conversation establishing that to happen while Kiryu and Nishiki are walking to the karaoke bar?

The opening scene where our protagonist Kiryu roughs someone up on behalf of a loan shark is absolutely necessary set up for the inciting incident at the end of this sequence, and the conversation the next morning between Kiryu and Nishiki when they learn that the victim of Kiryu’s violence died in the alleyway is, itself, the inciting incident, but even here you could probably do some line-by-line revision of the dialogue to compress it a little. I don’t normally consider that kind of thing a good use of a writer’s time, but the first chapter (or equivalent, but Yakuzo Zero does literally use chapters) is an exception.

Going line-by-line is something I consider a pretty extreme measure (this kind of thing is, or at least was until recently, considered standard editing in books – but self-publishing has made it clear that even there the audience never cared and it was just an affectation of the agents and editors who served as gatekeepers), but Steam tells me that from booting up the game to the first point where I was in control of Kiryu to just run around a neighborhood having Yakuza adventures was sixty-two minutes. And I wasn’t even out of the prologue at that point, but I was free to take the second half of the prologue at my own pace rather than going cutscene->tutorial->cutscene->tutorial to the point where it’s nearly impossible for me to significantly gain or lose time without intentionally stalling. Once we get into the second half of the prologue, the slower pacing starts to be at least partly my fault, because I like to do things like walk instead of run unless the character I’m playing has some reason (narrative or mechanical) to be in a hurry. Plus, even if you’re technically still in the prologue, you’re still tracking down a loan shark to investigate being set up for murder, which involves going into a building and beating the shit out of a bunch of his enforcers. Not a tutorial, but proper Yakuza gameplay.

Funny enough, despite taking more than a real actual hour to get through, this still feels less egregious than Assassin’s Creed prologues that take half as much time or less. I think Yakuza’s getting pretty decadent and a little sloppy with its audience’s patience, but it is using the time to set up its story, establish its characters, and set a tone for the setting. Assassin’s Creed is usually just spinning its wheels, and even the less egregious series like Far Cry and Watch_Dogs tend to spend a lot of time setting up plotlines that it will then ignore for 20+ hours of gameplay. Far Cry 4, for example, takes time out of its intro to introduce a sixteen-year old girl who was born into a position of religious veneration and which resistance leader Sabal plans to marry to cement his rulership after overthrowing Pagan Min, but we basically don’t interact with her at all between the setup and the payoff, so there was no reason to put her intro in the prologue, between us and the full game.

Yakuza Zero spends its prologue on three things: Setting up the murder that Kiryu is framed for, the inciting incident of the main plot, establishing his relationship with Nishiki, a major character, and some combat tutorials that you need to drop on the player before they reach the first real combats chasing down the loan shark at the end of the prologue. You can and should trim down the details of the execution, but all of that needed to be in the game’s opening. Just, not to the point where it takes a full hour to get through.

Borderlands 2 Is Not As Progressive As It Thinks It Is

The original Borderlands game was released in 2009 and seemed to be totally unconcerned with the culture war. Even in DLCs that emphasized the comedic tone, like General Knoxx and Claptrap’s Robolution, they didn’t really make anything of Athena’s defection against the Crimson Lance being some kind of “woman smashing patriarchy” thing, and the Anglosphere’s socialist moment was far enough away that the Robolution was all dunking on straw communists, and even that is perhaps giving it too much credit, since it doesn’t treat communism or socialism as actual targets. It waffles between treating them as obviously ridiculous without engaging with the arguments to portraying Claptrap as too comically inept to pull off the adoption of historical communist slogans from Marx, Lenin, and Guevara that he’s attempting. Despite being nominally about a political revolution/class war, the Robolution doesn’t say anything and doesn’t seem like it ever wanted people to believe it was going to say something.

This is not how Borderlands 2 and the Pre-Sequel were written. Released in 2012 and 2014, when the culture war was brewing but had not yet exploded into Gamergate (or, in the latter case, a few months after it had begun, making it unclear how much of it was written with that specific movement in mind). Borderlands 2 and the Pre-Sequel make a point of being progressive. Sir Hammerlock of Borderlands 2 has an ex-boyfriend casually mentioned in a side quest, and while the ex-boyfriend himself is – being a Borderlands character – a comical caricature, he’s a caricature of an obsessive hunter, not of a gay man. Borderlands 2’s Ellie is an extremely overweight woman with a side quest about body positivity. The Borderlands Pre-Sequel’s Janey Springs is a lesbian, and her last relationship and efforts to start a new one are the subject of two different side quests, plus she hooks up with playable character Athena in a DLC.

And yet Borderlands 2 still has “psycho midgets” as an enemy type, kills one of the two major female characters to raise the stakes going into the third act while damseling the other, and the Pre-Sequel portrays the last surviving female member of the principal cast as being driven to hysterical violence by the death of her boyfriend (although in the main game it’s not at all clear why Lilith has suddenly gone full homicidal tyrant, and the explanation that her boyfriend’s death sent her kill-crazy given in the DLC seems more like an effort to salvage a blatantly out of character portrayal rather than actually thinking Lilith going kill-crazy from her boyfriend’s death was good character development).

I found the presence of “psycho midgets” in a game that goes out of its way to have a body positivity side quest for an extremely plus-sized woman to be the kind of thing that’d be worth a quick tweet if I tweeted, but the break into act three in Borderlands 2 is bizarrely egregious for a story with pretenses to being progressive. This is where we learn that Angel, the allegedly AI companion who pretended to help us in the first half of the game, betrayed the vault hunters to the villains, then immediately heel/face’d back to helping us defeat Handsome Jack but for real this time, is actually Handsome Jack’s abused daughter.

Continue reading “Borderlands 2 Is Not As Progressive As It Thinks It Is”

Rollerdrome

Rollerdrome is a Tony Hawk but you have a shotgun. Strictly speaking you’re on rollerskates instead of a skateboard, which I’m sure makes a big difference if you’re trying to ride these things in actual real life, but game mechanically this is pretty much exactly the same as Tony Hawk’s Pro Skater. I can’t totally remember the button inputs from those old games, but to my recollection they might be completely identical. They probably did have to clear out some room on the controller somewhere for weapon switching and shooting guys, though.

The way it works is that there are a bunch of guys scattered around a Tony Hawk style skate park, which might be an actual skate park, a mountain ski resort, a shopping mall, an ambiguously desert-y location, whatever. These guys have sniper rifles or rocket launchers or laser gauntlets or various other weapons with extremely well-telegraphed attack wind-ups (the sniper rifles, for example, draw an unmissable laser beam from themselves to you for several seconds before firing). All of these attacks can be dodged by doing a little flip with your do-a-little-flip button, which will cause you to dodge roll if you’re on the ground or grinding a rail and to somersault if you’re in the air. You only get so many i-frames and you can’t do another flip until your first flip is done, so you can’t chain them together for permanent invincibility, which means the challenge of the game comes when you’re being mobbed by enough enemies that the incoming attacks are sufficiently hectic that you might dodge roll away from one and straight into another. This is especially the case when area attacks get introduced late in the game, like the laser gauntlets that sweep across the arena chasing after you or the jetpack guys who spray out a bunch of acid that damages you if you move across it and which persists for several seconds (your i-frames still work on the acid, but your dodge roll doesn’t cover enough ground to get you from one end of the acid to the other, so you’ll still be in it when the i-frames wear off).

You have a variety of guns with which to sort these fellows out, all of which have shared ammunition. Each shot from your dual pistols consumes one pistol bullet, naturally, but a shotgun blast consumes two, a laser bolt consumes either four or eight depending on whether it’s double-charged, and a grenade from your grenade launcher consumes six. You start with twelve, and different weapons are more effective against different enemies, but you will generally have to completely mag dump a specific guy to kill him even if you’re using the optimal weapon.

The rocket launcher fellows, for example, have a shield they can activate that makes them temporarily invincible, but they can’t activate it while flinching. The shotgun, laser, and grenade launcher have enough windup between shots that he can recover from the flinch (which lasts only a split second) and activate his shield, but the dual pistols spam out bullets fast enough to stunlock him. If you mag dump about ten of your twelve pistol bullets into a rocket launcher guy, you can spam him to death before he gets his shield up. The shotgun is better on a damage-per-bullet basis, with a single shotgun slug dealing about three or four times as much as a pistol bullet, but requiring only two pistol bullets’ worth of ammo to fire. The grenade launcher does AoE, and I never really figured out what the laser was for. I think when double-charged it might be the single largest source of one-shot damage, so hypothetically good for when you need a specific guy to die fast no matter how many bullets it costs you to do it, but it was so hard to aim (even with keyboard and mouse) that I never really worked out if that’s true.

Since you often need to completely empty your weapon to kill one guy and there’s like twenty of them spread across the arena, you will need to reload, which you do by performing tricks. The more rad your sick moves, the more ammo you get back. Unlike in Tony Hawk’s Pro Skater, it’s impossible to wipe out, you will always roll back onto your skates no matter what angle you hit the ground, which means there’s never any points lost because you didn’t stick the landing, which means the game can and does give you the points for the trick mid-air as you complete each 180 degrees of a spin or complete rotation of a flip or whatever, which means you can ride off a quarter pipe with an empty magazine towards a guy with a rocket launcher on a raised platform that’s hard to hit from the ground, do a sweet 720 nose-grab backflip in mid-air, and mag dump your pistols (well, just one, because you’re using the other hand for the nosegrab – this doesn’t seem to affect fire rate at all) into the rocket launcher guy as you’re spinning through the air, firing the bullets as soon as they arrive in your weapons.

What really brings all that together is that you have a time-limited ability to enter slo-mo, which is on a fast recharge, which means you don’t just have to spam out bullets and hope for the best, you can enter slo-mo to aim and fire at a target (and the pistols and shotgun have a built-in aimbot, although the shotgun’s aimbot is pretty short range).

The Tony Hawk inspiration continues in the ten challenges each level has, which include getting a certain high score, collecting some tokens scattered about the arena, doing a specific trick in a specific place, killing a specific enemy with a specific weapon or in a specific way, and so on. The levels are presented in a specific order, but by default you need to not only complete each level in sequence, but also complete enough challenges across all levels to unlock the next few in the sequence. Just completing a level doesn’t automatically complete any challenges, and most challenges don’t require you to complete the level. A challenge to kill one of the polybeam enemies before they’ve teleported once, for example, can be completed in ten seconds if you drop in, skate over to a polybeam next to an exploding barrel, and lob a grenade at the right spot so the polybeam gets caught in both explosions. You still get credit for that challenge even if you go on to get killed or even quit out of the level immediately.

Rollerdrome is quite difficult, but it also has quite good difficulty options. As is the case in many indie games these days, these are labeled as “accessibility,” and every single one of them is a way of making the game easier which is turned off by default. While good difficulty options are definitely an accessibility thing, I do suspect that it’s not good for these games that they start you out on nightmare Hellmurder difficulty and you have to go into the settings menu to find the options to tone it down. There’s sliders to reduce game speed, decrease enemy damage, an option to remove the requirement to complete challenges so all you have to do is beat each level in sequence, and even outright invincibility. The only one I wound up using was removing the challenge requirements, and I don’t know if it’s good or bad that I subsequently accidentally spent four hours longer than I planned to spend on the game to beat the last three levels. Accessibility options don’t prevent you from getting achievements but do disqualify you from leaderboards. A very thorough system that covers everything difficulty options should, my only real complaint is that it should be broken out of the settings menu and given its own spot on the main menu.

Rollerdrome has some kind of corporate greed, police militarization, celebrities with political opinions kinda plot happening in the background. It’s not really fleshed out enough to be worth following, but leaving it vague was a good idea on the Rollerdrome devs’ part. Sure, it would’ve been nice to have some frame story about skate-murdering for police reform or whatever, but in order to do so properly would require adding things that would’ve required other things to be removed, just due to finite time and resources. Like, you’d want to have confrontations with rival Rollerdrome athletes, and while such a Rollerdrome duel sounds really cool, it probably wouldn’t be nearly as much fun as the spidertank boss fights we actually got, where you have to skate up the legs of the tank and use the quarter-pipe at its back to get above it so you can shoot its weakspot with a grenade launcher. The spidertank is a piece of the skate park that walks around shooting missiles at you, while a rival Rollerdrome competitor is just a regular enemy who moves around (half your guns have a built-in aimbot so you can use them while doing flips and shit, so a moving target will make almost no difference mechanically) and probably has way too much health.

Rollerdrome is Tony Hawk with guns, and it’s really, really good at being exactly that and not anything else.

D&D Half-Races

WotC is getting rid of half-elves and half-orcs. This is good. They claim they’re doing so to fight racism. This is bad.

Mixed race characters are a cool idea and one that makes a ton of sense in the ever-more metropolitan world of D&D. Back in the mists of the 1970s, being an elf or a dwarf could be a character’s defining trait. That was a sufficiently cool defining trait, and one with enough support in foundational work like Lord of the Rings, that it became common. By the 80s, elf and dwarf had moved from being character classes to the new category of race and could have classes of their own. Gary Gygax hated Lord of the Rings and wanted to play Conan and Elric instead, so he added a bunch of passive aggressive restrictions on so-called demi-human characters to try and discourage them, but it didn’t work.

It was perfectly common for humans, elves, and dwarves to be in the same adventuring party as one another, and because players generally assume that adventurers have a normal experience of the world (which is barking mad, but also comes up with regards to things like the value of money and how many class levels a random bartender has), the assumption was that humans, elves, and dwarves hung out together all the time. Elf-only and dwarf-only kingdoms were still a thing, but major cities were assumed to barely have a human majority with significant demi-human populations. Half-elves, originally added because Elrond is a half-elf and D&D nerds were the kinds of people who knew and cared about this kind of deep Tolkien lore, took on new connotations of not being the result of some rare contact between opposite worlds, but of being a naturally common occurrence anywhere human and elf territories (usually allies in the first place) bordered one another. Half-orcs got added in as a half-measure towards people who thought orcs were cool and wanted to be one without actually adding orcs to the adventurer coalition.

By the 90s, when Drizz’t was rising to fame, rogue members of traditionally evil races started gaining traction, and the popularity of WarCraft II and especially III mainstreamed (within the context of fantasy nerd culture, at least) the idea of shades of grey in your standard elves vs. orcs conflict. This made fewer inroads towards actually adding orcs to the adventurer coalition, probably because the source material still depicted orcs as consistently opposed to humans, just also that their own coalition was an equally valid perspective. It’s probably not a coincidence that this coincided with 3e’s explosion of poorly balanced monster races, with the goal of making just about anything sapient playable.

It didn’t catch on, but considering how well the return to that well went in future editions (especially 5e), it’s probably because the weirdest and hardest to balance races were also given the least attention, seen as an afterthought. Trolls were technically playable, but the balance on them was a nightmare. Their abilities were massively overpowered, and they were smacked hard with level adjustments, which totally failed to solve the problem because while the troll’s natural abilities might make them equivalent to a 6th-level Fighter, a troll with one level of Fighter is not equivalent to a 7th-level Fighter. The abilities you get at 7th level are worth way more than the abilities you get at 1st level. The exact breakpoints for when this monster with that class was hideously under- vs. overpowered varied for every single monster and class, but in general, playing a monster with a level adjustment was a sucker’s game. This prevented the population of the generic D&D city from getting any weirder, but only temporarily. People clearly wanted bizarre races, 3e just failed to deliver.

5e remained as reluctant as ever to include orcs in the player coalition, reserving them for expansion content and giving them otherwise unheard of stat penalties, but petulantly holding out on orcs, specifically, didn’t change the fact that dark elves had fully migrated into the player coalition, along with dragonborn and tieflings, mostly breaking down what few barriers remained to what might be considered a “standard” adventurer race. The infrequent nature of expansion material in 5e also led to the general assumption that it was all core. Whereas earlier editions had new books coming out so frequently that to declare that all of them would be allowed was to invite chaos (which is not necessarily a bad idea because some groups like chaos, but most GMs like to worldbuild and don’t like having the party consist exclusively of expansion races from obscure sourcebooks they don’t own, haven’t read, and never even thought about while building the setting), the slow release of 5e books led to the attitude that books like Xanathar’s Guide to Everything and Tasha’s Cauldron of Everything are effectively core – including Volo’s Guide to Monsters and its drastically expanded list of options for player races.

At this point, it’s assumed that most major D&D cities not only have significant populations of elves, dwarves, dragonborn, and tieflings, but that obscure races like tabaxi and tortles are considered unremarkable even if they’re few enough in number to not show up in demographic breakdowns. So-called “monster races” like goblins and orcs are regarded with, at worst, mild suspicion, and are frequently treated as uncommon-but-unremarkable just like the tortles. Major cities are jampacked with all kinds of bizarre creatures. So it’s becoming simultaneously much harder not to notice that elves and orcs are, for some reason, the only races that breed with humans (and non-human races never breed with one another), and also much, much harder to write stat blocks to change that. The solution of cutting the half-elf and half-orc is the best one – the alternative is to write a system for combining any two races that is begging to be powergamed to death. Add a sidebar saying that mixed characters can pick the stats of one ancestry or the other. This is completely reasonable if you want to keep normal sexual reproduction as a trait of most creatures (personally I favor the “humans have babies, everyone else does something weird” approach, but that’s probably never going to be popular).

But this perfectly reasonable ditching of a legacy mechanic that’s long outdated in the modern hyper-cosmopolitan world of the D&D default is not striking a blow agianst racism. In fact, if it’s a purely narrative decision rather than a mechanical one, it’s actually pro-racist. Not Nazi-grade or anything, but removing mixed-race characters as a mechanical option does add slightly more friction to playing them, and while there are no real half-elves to worry about, there are people who use half-elves to evoke the experience of being, like, half-American half-Mexican or something. You can have a D&D backstory that evokes that same experience while mechanically being either a human or an elf, and you could also have a D&D backstory that evokes that experience by being mixed between two human ethnicities, which obviously provides a better parallel, but in fairness it is a fantasy story and sometimes you want to add an element of the fantastical to the experience.

All this to say that removing half-elves and half-orcs isn’t at all a pro-segregation move if you’re doing it for mechanical reasons, that’s just an acknowledgement that you can’t keep up with the number of potential mixes you’ve introduced with all these new ancestries so you’re giving up and people will just have to fluff stuff. But drawing attention to banning mixed races as a culture war move actually does come across as pro-segregation.

Like, OSR projects are sometimes run by normal people and are sometimes run by racists. If I heard about some obscure OSR project but all I knew about it was some mostly-generic title like “Monsters Down Below” or something, I wouldn’t assume they were racists based on that. And if I heard they weren’t including half-elves and half-orcs, I would default to the charitable assumption that it’s because of the mechanical issues that these imply half-dwarves and half-halflings and half-dwarf/half-elves and so forth, and they didn’t want their race section to sprawl with all these fiddly pairings. But if I heard they made a point of banning half-elves and half-orcs to make a statement on real world race issues, I would at that point guess that yeah, these guys are racists who don’t like having mixed-race characters as part of the default good guy coalition.

The only reason this move comes across as racist is because they went out of their way to frame it as a race thing.

The Forest Abandoned Its Coolest Ideas

In the Forest, you are a dude with a survivalist TV show who gets in a real plane wreck on an island off the coast of Canada that’s overrun by cannibal mutants because of some Lovecraftian science project gone wrong. The island causes lots of plane wrecks and yet no one’s put up some kind of advisory to stop flying over it because of all the electrical interference caused by the Lovecraftian science going on. It does have an explanation why you in particular are special, though: Your survival skills allow you to do survival craft-y basebuilding stuff that other survivors could not, which gives you a fighting chance where everyone else has basically got to join the cannibal mutants and succumb to cannibal mutation or else die, either at the hands of the cannibals or the elements. The game makes use of this premise in at least one nifty way, where the first time or two you black out, you awaken in a cannibal camp in their creepy victim storage cave and have a chance to escape.

If you read my April Humble Choice post, you know this game went into Regrets. I took a stab at playing it back before I was trying to get through my backlog and ultimately gave up before finishing it. That was a common enough thing back then (I started doing the backlog for a reason), and I put it on the backlog and even kept it there through a few revisions. But every time I look at it and consider playing it as my next main game after finishing Borderlands: the Pre-Sequel, I hesitate. I hesitate for two reasons.

First, the game is hard enough that you have to reload saves multiple times to build up enough skill to win. I’m already about half-ish way through this process – in my previous playthrough I’d gotten far enough to confront, but not reliably defeat, the elite mutant bad guys who have like seven legs and stuff, and the only thing harder than those is the end bosses. So it’s not like the skill cliff is insurmountable, but I have to keep reloading saves in a way that isn’t very immersive, which runs deeply counter to what I want from a game that simulates dragging chopped down logs back to your camp in a sledge to build a wall.

Second, while the game initially wanted to have finite enemies, they never actually implemented this, and enemies respawn indefinitely. Caveat: Enemies do eventually run out, but the respawns are reset if you load a saved game, which basically eradicates this as a usable feature for everyone who isn’t marathoning a multiplayer instance of the game in shifts over the course of an entire weekend. That sounds like fun, but come on, the logistics are never going to be practical, so if that’s what the devs meant by “finite enemies” then they’re basically lying. My assumption isn’t that they were lying, though, but that they were planning on having finite enemies in a practical sense but never got around to implementing the feature properly, and the version we got is a vestigial remnant of an abortive attempt to do so.

Part of the game’s mechanics is that if mutant patrols detect you (including if you kill them), they start to figure out where you are and will amass an army to wipe out your base. Combined with a finite number of mutants, you have an asymmetric game where you are playing as one particularly dangerous fellow whose limbs are in the optimal configuration and knows how to build booby traps, and the mutants have tremendous but finite numbers and can overwhelm you in a straight fight, so you have to be all sneaky and such, picking them off one by one. But they never actually implemented finite mutants, so you still have to abandon bases as you get chased around the map, but you can never win the war in the other direction, you just have to deal with mutant spawns for the whole game, and if they find your base in the corner of the map where your current objective is, you have to do the tedious work of luring them to some other part of the map before you can get back to your main objective. Weirdly enough, the vast majority of enemies in caves stay dead, even though the Lovecraftian science causing the mutations is located down there, so if there was anywhere it made sense to be continuously restocking on mutants, it would be the caves, not the surface.

Third, and this is a much more minor complaint, but the game has a big emphasis on exploring cave networks, and originally all the underground cave networks were supposed to be linked together, making it possible to cross the map underground. This got dropped, and in the actual game there’s about a dozen cave entrances and about eight fully separate cave networks, with only a handful having multiple entrances. This isn’t really a huge deal, but it would’ve been neat.

Fourth, and similarly to third this is a more minor issue but it is just one more cool thing that never happened, there was originally planned to be a mechanic where decreasing sanity would unlock the ability to make creepy heads-on-pikes style trophies that would deter small mutant patrols from the area, but they never got the unlock prerequisites working so now you can make the heads-on-pikes the second you get out of the plane wreckage. It does at least interact with the whole “mutants scout for your base” thing, although without the ability to thin mutant numbers, I find that mechanic more annoying than cool.

Remove all that, and what do you have? Yet another survival craft-y game that only stands out because of some particularly creepy enemies. Do I want to sink 20 or even 10 hours into that? Not really. I really want to play a guerilla campaign against the mutants, but that feature never made it, and I really shouldn’t be spending time playing a game that at one point planned to be something I would’ve enjoyed.

May Humble Choice

It’s the first Tuesday of May as I write this, so the new Humble Choice has dropped. What’s in the box?

Warhammer 40,000 Chaos Gate: Daemonhunters is a turn-based tactics game about Grey Knight space marines fighting some kind of Nurgle infection. Grey Knights are about the lamest part of the 40k universe, a Mary Sue faction with no new ideas but which tries to make itself specialer than the rest of the setting by fiat. The Grey Knights are just a space marine chapter and don’t need to be anything else except that, but their writers try to elevate them by making them a top secret branch of the Inquisition and use in-universe mouthpieces to talk about how much better the Grey Knights are compared to other space marines without actually coming up with anything they actually do that sets them apart. They’re space marines, they walk around in powered armor with chainswords and bolters and shoot monsters from heavy metal album covers, just like every other space marine chapter. Daemonhunters came with the bundle and it seems like it might be kinda like XCOM, so I will give it a try on the grounds that XCOM is great so a game trying to be like XCOM at least faintly has its heart in the right place, but I wouldn’t be surprised if it turns out garbage. Particularly since it’s not clear how much influence the strategic layer of the game has, which always makes a big difference to how much I enjoy turn-based tactics games, and this one is already on notice for starring the Grey Knights.

Spiritfarer: Farewell Edition describes itself as a cozy management game about dying. It is a Sad Game, and I’ve heard that it’s good at it, and I’ll definitely give it a spin to see for myself.

Bendy and the Dark Revival already has one strike against it, which is that it is a sequel to a game I haven’t played. I’m not vitriolically opposed to jumping into the middle of a series, but generally only if there’s some major tonal or gameplay shift partway through (the Far Cry series starts at 2) or something. It’s also a lot easier if the game is less heavy on the overarching plot between games. If I feel like playing a Zelda game or a Final Fantasy game I’m happy to pick up whatever looks coolest right now and don’t particularly care if I’m playing them outside release order or especially if Final Fantasy X is technically a prequel to Final Fantasy VII in a dumb and convoluted way. But the Bendy games are telling a continuous story, so if I didn’t play Ink Machine, I already don’t want to drop into Dark Revival.

And on top of that, there’s a reason I didn’t play Ink Machine, and it’s that I don’t like mascot horror. I respect the first Five Nights for making an intense experience out of a minimum of assets, the second and third games polished up the formula and developed the lore to provide greater context to why these animatronics are so spooky, but even by the third and fourth games there were severe signs of aimless sprawl for the sake of keeping a profitable thing going and by the fifth its gameplay was completely dedicated to freaking out Markiplier live on camera and its story had disappeared completely down a rabbit hole of convoluted lore whose primary purpose was to bait MatPat into making Game Theory videos. And Bendy saw how much money that was making and decided to get in on it. It’s not devoid of creativity (I don’t know if it has anything to say about 1930s-40s era animation, but at the very least it has some genuine fascination with it), but its primary goal is to be consumed not by its end audience, but by content creators who will make Twitch streams and YouTube videos about it.

Operation Tango is a co-op puzzle solver and while its aesthetics look kind of cool, that is not a genre of game I want to play.

Windjammers 2 is advanced Pong, which is kind of hilarious but not something I’m super interested in sticking into the backlog. I might end up toying with it a bit as a time-waster when I’m too tired to work but don’t want to boot up something heavy like Yakuza or Borderlands, but I’m not even going to try to finish it.

Builder Simulator, like most of the Having A Job Simulators that come through the Bundle, is something I’m sticking in the backlog for when I run out of Far Cry games to play while listening to a podcast in the background (only two left!), but may or may not stick with depending on how well it hits the zen vibes in practice.

Behind the Frame: The Finest Scenery looks like another one of those games like Gris or Where The Water Tastes Like Wine where it’s selling itself purely on its aesthetics with the only contribution of the mechanics being to either temporarily impede the unfolding short film or else to make it possible that you will accidentally choose an unsatisfying ending to the short film. Probably it should’ve just been a short animated film, but people who want animation expect to get it for free from YouTube or television, whereas indie gamers expect to buy their indie games. The mechanics, from what I can glean, are about being a painter and you go out into the world to find missing colors so that you can return to your studio and do some of what is essentially paint-by-numbers. It’s not like the game would’ve been better if it said “buy a tablet and learn how to make real art, asshole,” so I’m not complaining that this is unrepresentative of the real creative process, but I am complaining that it sounds like the gameplay was tacked on as a vehicle for the story and theme in an experience that didn’t really need or benefit from being interactive at all.

The Invisible Hand is a video game where you play a stockbroker and get ahead by breaking tons of laws. It sounds like it might have a reasonably astute critique of the modern finance industry, but its primary gameplay is spreadsheet management and its frame story is that you are a terrible person interacting with abstract financial instruments to make a variable representing your funds go up, and that is too nihilistic for me to bother engaging with even if it is a reasonably accurate reflection of actual attitudes in that industry.

That still leaves me at 169, a smidge under 170, although two of the three new adds are solidly mid-size games in the 20-40 hour range (Builder Simulator is shorter). Pace has been slow lately, mainly because Borderlands games, and especially Borderlands 2 with all its DLC, are real big and I’ve mostly been playing those. Probably not about to accelerate much because I only recently started Borderlands 3 and also I’ve also started playing the Yakuza games, and even though I am unlikely to bother being especially thorough with all their little mini-games, they aren’t especially quick games even if mostly sticking to the main path. As usual, I am slightly concerned by the idea that there are games I want to play but will never get to, but there’s no cure for this except to play lots more video games (turns out you need money to live) or to accept fewer games on the list (but kicking them out of the list because number-goes-up doesn’t actually mean I don’t want to play them anymore), so, eh, whatever.

Far Cry 3 Has A Shockingly Good Opening

A good deal of the shock here comes from the fact that we’re talking about an Ubisoft game, but even in a vacuum, Far Cry 3’s opening is an example of how to do it well. In Far Cry 3, there is an opening montage of you and your friends partying in Bangkok and going skydiving, and then the camera zooms out and it turns out you’ve been kidnapped by pirates and Vaas is taunting you with your vacation videos. He has a really well delivered and not very long opening monologue that establishes that he is a pirate who has kidnapped you, and then your Army veteran older brother breaks you out less than thirty seconds later. Now the opening isn’t perfect because immediately after that we do have a tutorial where you just follow your older brother around for a while, but at least you can walk around, the environment is reasonably atmospheric and first tense then frantic, and it doesn’t go on for too long.

Far Cry 3 does then lose some points because it then smacks you with a second prologue and tutorial mission when you wake up in Amaniki Village and get railroaded through clearing your first radio tower. Since both prologues are relatively short, though, I’m inclined to mark this one less severely than other Ubisoft games with doubled up prologues like this, though, especially since the first one actually establishes character and setting quickly and effectively. Half-Life 2 has a whole lot of prologue, but it delivers a lot of worldbuilding with it, so I don’t mind. Far Cry 3 isn’t on that level, but it’s still good enough to cross the “this is okay, actually” threshold, which is especially shocking considering that it’s an Ubisoft game.

Borderlands Pre-Sequel: Handsome Jack’s Fall Is Bad

The Borderlands: Pre-Sequel presents us with the fall to evil of Handsome Jack, who is either a low-level programmer or a mid-level manager depending on who has their hands on the script right now. Overall the game suffers badly from different parts of the game being written by different people with little editing for consistency, or alternatively, from one writer who was unable to keep track of character traits and arcs from one day to the next. Feels more like the former, though, like the script is being written by people with a different idea of exactly who these characters are and where they’re going. Is the AI Felicity thrilled with murder or repulsed by it? Is Handsome Jack a low-level programmer or does he report directly to the Hyperion CEO? Once you finish one of the game’s twelve main story missions and move on to the next, these details get scrambled.

Jack’s descent into evil seems to have been written into the outline with enough detail to keep everyone on the same page, but unfortunately it’s just not very good. He commits a series of escalating crimes that starts with the level of violence required of a shooter game deuteragonist and ends with him killing four allies to guarantee hitting one traitor. That’s a good arc that brings him from the fairly heroic place he starts to one step before the violent megalomaniac he is in Borderlands 2. The problem is two-fold: First, we never see him take that final step, and relatedly second, while his crimes escalate over the course of the game, his motivations for committing them are all over the place, not tied to a specific drive that draws him deeper and deeper into evil.

Continue reading “Borderlands Pre-Sequel: Handsome Jack’s Fall Is Bad”

Borderlands: Vehicles

Borderlands has vehicle sections sometimes. The first game, for example, gives you a heavily armed, bulked up dune buggy pretty early on to help get from one end of the Arid Badlands to the other in a hurry. This is basically just a slightly slower than normal fast travel system at first, as the Arid Badlands is built around a road running east-west and the bulked up buggy is too big to be taken too far off that road, but then the next area, the Dahl Headlands, is much more wide and open, focusing heavily on vehicle combat. The game’s next hub area is the Rust Commons, which is about 70% buggy-traversible, and its final hub area the Salt Flats (though visited relatively briefly) is vehicle-focused like the Dahl Headlands was. The DLCs follow a similar pattern, with the General Knoxx DLC being heavily vehicle focused while vehicle combat is totally absent from Jakobs Cove and the claptrap areas.

Having wider, more open spaces traversed by vehicles helps give the game world a sense of scale, adds some variety to the gameplay, and gives the game a chance to show off its cool vehicle designs. Unfortunately, Borderlands’ vehicle gameplay sucks. Your vehicle is too fragile, it’s very difficult to effectively dodge enemy projectiles, and the only thing that stops the vehicle sections from being interminably frustrating is that aim is a crapshoot for both you and enemies, which means even though swerving around incoming shots is rarely reasonably doable, it’s also rarely required, as the majority of shots miss all by themselves.

In order for Borderlands’ vehicle sections to work, it needed more time and money, and this from a game that’s already clearly struggling to get things done in time to ship. The General Knoxx DLC was potentially a chance to do better, but without seeing the budget and the code, it’s impossible to say for sure (plus, it’s worth noting that General Knoxx did do better, just not much better, and not nearly realizing the full potential of the idea). So I’m not really suggesting the following system as what they should’ve done, because it’s possible the resources just weren’t there. But I am suggesting the following system as something that would be cool.

Borderlands is a looter shooter, and the premise behind its vehicles is that you can use hypertech digistructors to create new vehicles from thin-air at any vehicle station, so there’s no reason why its vehicles shouldn’t be randomly dropped loot just like its guns. You’d want vehicles to be relatively rare drops from regular guys, so that they don’t distract from the guns, but to reverse the odds for drops from destroyed enemy vehicles, so that the number of vehicles you’re looking at goes up when you’re in a vehicle-friendly part of the game.

Just like guns, different vehicles should have different damage, accuracy, rate of fire, shields, top speeds, acceleration, and maybe some other stats, and just like guns, these should be randomized but within a certain range based on their level and vehicle class. Some factors, like speed and rate of fire, are heavily impacted by vehicle class, while others, like damage and shields, are heavily impacted by level.

Continue reading “Borderlands: Vehicles”

Borderlands: Moxxi

I have two things to say about Borderlands related to the character of Moxxi, and they have basically no connection to one another except that they’re about Moxxi, so this is the Moxxi post.

The first is that Mad Moxxi’s Underdome sucks. It’s an arena DLC for the game where you fight off waves of enemies with steadily rising buffs to their HP and damage and so on, with randomized modifiers on the match like a certain type of gun doing more damage or everyone moving faster or enemies having regenerating health. The DLC is dogged by two problems: First, that finding the enemies in the arena can be a huge chore, and second, you don’t get any rewards worth caring about from it. There is no XP gain in the arena, enemies do not drop any loot, and while completing rounds does drop new guns, it’s a rate of 1 new gun per round and they’re not skewed especially strongly towards being any good. They do seem to be a minimum of green quality, i.e. not total trash, but at one gun per round, this isn’t nearly enough to make it worth the time. Coupled with how frustrating it is to actually find enemies and get into the fray, and the whole DLC is basically a bust except for introducing the character of Moxxi – but she gets a separate intro in the General Knoxx DLC anyway.

In a completely different game in the series, the Pre-Sequel, we learn that Moxxi is a mechanical wiz who talks with a redneck accent when “out of character.” As portrayed in the first two games, Moxxi is a show presenter/host who presents herself in a heavily flirtatious way with a healthy dose of apocalypse-glamor. She’s also the mother of Scooter, whose primary schtick is being a mechanical wiz, and you’d think they could’ve just let Scooter have all the mechanical wiz parts of the plot. Sure, that would mean the Pre-Sequel would have a lot of Scooter and not much Moxxi, but so what? Scooter’s a perfectly good character. Sure, I like Moxxi better and I imagine that’s a common opinion (half the point of Moxxi’s character is that she’s charming and charismatic, whereas Scooter is an obliviously crass redneck), but just because I like Moxxi doesn’t mean I like it when she’s wrenched out of character to do Scooter’s job.

They also could’ve used Janey Springs, although Janey’s not a particularly good character. She’s a junk dealer who lives out on the moon frontier with the scavs, and any time she’s sticking to that, she’s good, but unfortunately the game really wants her to be a gay disaster and is absolutely 100% clueless as to how to write that character. Whenever it portrays her interacting with men, it trips over itself to deliver Feminist Messages(tm), but then Moxxi’s exhaustion with Janey’s flirting suggest that either Janey is a sex pest who won’t take no for an answer or else Moxxi is a cruel gossip who doesn’t clearly communicate her lack of interest to Janey but talks bluntly about how much she despises Janey behind her back, and to random adventurers that Moxxi only met five minutes ago, no less.

Although, having written that, I realize that half the problems with Janey’s character are because the story spotlights Moxxi at her expense, and if we’re minimizing Moxxi’s presence in the story (or even cutting her completely), then that problem disappears. Touch up the writing on some of the other quests (the basic premise of her connection with Deadlift is fine, the joke just doesn’t land) and she’d be way better at Moxxi’s job in this story than Moxxi is.

It kind of feels like the Pre-Sequel writers were trying to make Moxxi a more complex character by giving her more than just her show presenter style? But if so, it was a failure. When we see Moxxi “out of character,” she’s still putting on a show. It’s just a show of being a redneck mechanic, like Scooter does. The presentation is much lower effort, because the showrunner Mad Moxxi persona is all about glamor and spotlight, that’s the whole job, whereas the Scooter’s Mom persona is about being grounded and competent, something you’d put on to inspire enough confidence in your mechanical skills to convince people to pay you to fix their truck, and then relying on your ability to actually fix trucks to turn that into repeat business. Or, outside a business environment, just angling your presentation towards how you like to fix trucks because you are proud enough of your truck fixing skills that you would like to lead with that. The mechanic persona directs people’s attention to a specific skill you’d like people to notice you have, whereas the showrunner persona directs people’s attention to the vivacious and fun-loving nature of the persona itself. A mechanic’s presentation is not the key skill to their business, but they do still have to get their game face on before going to work.

If you wanted to present Moxxi out of character just to make the point that her public-facing persona requires effortand can’t be maintained 24/7 (and I’m not even sure that’s the point of this rather than just lazily slapping an excuse for Moxxi to participate in the Pre-Sequel’s plot where she doesn’t othewise have a role, but assuming the point of the scene is actually that Moxxi’s persona can’t be on all the time), you don’t want to have her putting on another, lower-effort but equally focused persona. You want to show her in a hoodie and pajama pants trying to untangle a snarled schedule for next week’s fights or counting up income and expenses to see if putting in some new slot machines is a good idea or just watching Space Netflix to unwind, depending on whether you want to focus on how the Mad Moxxi persona requires behind-the-scenes effort or on how Moxxi is a regular person (I mean, she’d still be a Borderlands character, but Mad Moxxi is an exaggerated character even by the series’ standard) who has regular breaks and weekends and stuff between her performances.

Either one would’ve made Moxxi a much more interesting character with a twenty-second glimpse of her in a different model and voice than we’re used to seeing her with, exactly like we got in the Pre-Sequel as it is, but instead Moxxi seems even more unreal and cartoonish because she has this second, completely unrelated persona and skill set.