Backlog Battle Report (20th Nov 2017)

I know it’s late and it’s not the 20th anymore, hush. Still counts for that day. Anyway, it’s been a long week (but overall a good one), and it significantly impacted the variety in my games played throughout. Let’s jump right in and you’ll see what I mean.

.hack//G.U.: Last Recode (Vol 1) (PS4)

Not too much progress on this front, but this remains one of my go to games of the past week when I want to wind down. I’m still not entirely sure why this game has drawn me in so much, but it’s comfortable enough to pick up chip away at a couple of dungeons or story events.

At the moment, the plot has me grinding Arena battles a little bit. Since I was mostly just going through the story missions where possible, I took this opportunity to have a breather and go grinding for a while. A few dungeons later and I should be good to proceed smoothly for a while to come.

Curious to see how the story of this will pan out, not just in this one game but in all four of them. Mostly, I’m just curious to see how they’ll handle the transition from volume 1 to volume 2, how much has changed and improved, and so on. That’ll be especially curious once I reach volume 4, since that’s completely new. How much will have changed given the 15 years of game design improvements in that time?

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Backlog Battle Report (13th Nov 2017)

Was hoping to have my first Switch Indie Review article up by this point, as the draft is online and ready to go, just needs editor approval. As such, I can’t link it here, so I’ll be omitting the game in question (Sparkle 2 EVO for Switch) from the list. Most of my thoughts on the game were in last week’s post anyway. So here’s what I’ve been up to this week.

The Elder Scrolls Online (PC) — Notable only by its absence

After having been my go-to game for just winding down and exploring or questing, this week saw practically no playing of ESO at all. I did maybe a quest or two and logged in to do crafting daily quests as well as keep researching rolling, but that’s about it. Haven’t completely lost interest, but with no sign of friends coming to rejoin me anytime soon, I’m starting to feel the loneliness. That and I’ve been busy with other games (as this report will show), so it’s largely just on the backburner for the time being.

I do want to go through and finish off the Morrowind quests again soon though, so perhaps in the coming days.

Battle Chasers: Nightwar (PC)

In an effort to keep from falling too behind on the variety of games that I put down for something new and never return to, I resumed playing Battle Chasers for a little bit. Progressed through about half of the second dungeon before I had to stop, and didn’t get back to it just yet. Still, it’s on my mind and I’m going to resume in between the cavalcade of Switch and PS4 games on the horizon.

As well as being as gorgeous as it was the last time I commented on it, I do still quite enjoy the battle system and the amount of options it presents. The overdrive system is an excellent touch, providing temporary disposable mana so that you can keep using your abilities throughout a whole dungeon. Biggest issue with that is that things die far too quickly to get much use or strategy from it, even bosses… and if they don’t die fast enough, odds are that I will, since the damage count goes both ways.

Hopefully the story will start picking up soon, too. There’s a few interesting snippets but at the moment, that aspect isn’t particularly grabbing me.

Continue reading “Backlog Battle Report (13th Nov 2017)”

Backlog Battle Report (6th Nov 2017)

Couple of things before we go into this week’s update. Firstly, you might notice that there’s been a new Right Click to Zoom at long last in the post below this one, so if you didn’t know about that I’d strongly suggest checking it out. I spoke at length about Morrowind, one of my favourite games, not to mention one of the most influential on me when growing up.

Second, I’m giving a quick plug to a new website called Switch Indie Reviews which, well… is a website for Nintendo Switch indie reviews. Go figure, right? It’s brand new, it looks really shiny, and I just so happen to have applied for and been accepted to be a staff writer for it. So if you like my work and want to see more of it, there’ll be articles there in the coming days. I’ll be sure to link all those reviews back to this blog for conciseness, so please look forward to that.

On to the games, then!

DOOM 2016 (PC) — I’m a man of my word

Last week I was in the mood to play some DOOM and listening to the soundtrack, so this week I followed suit with that and played a bit more. I rarely invest a lot of time into it, but it’s fantastic for just picking up and playing another level or two of the campaign every so often. Shouldn’t take me much longer to finish it I’d imagine, but no big if it does; it’s just a very satisfying and visceral experience that’s great to just pick up, play, and put down without commitment.

The game does occasionally get a little bit of criticism that it just falls into the pattern of “find an obvious arena, trigger it filling with demons, kill the demons to proceed”. Personally, while this is obviously a big part of it, I haven’t found it nearly as obnoxious or as one-dimensional as some claim. There is a small chunk of downtime in between each of these encounters, where you’re given a chance to explore, find secrets, and wind the tempo down a little before building back up explosively.

Perhaps this changes as the levels get later, but regardless, I find that I’m often in a fairly good rhythm with it. All that said, I did immediately dump my upgrades into having secrets and collectables appear on my map so I can hunt them all down and get back to the shooting quickly. My completionist tendencies are likely to get the better of me if I keep wandering too long.

Damn, even thinking about this game makes me want to play some more. What a great shooter DOOM is.

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Right Click to Zoom — Morrowind, and why it Will Never be Replicated

Welcome back (finally) to Right Click to Zoom, the more in-depth article side of this blog. For today’s topic, we’ll be looking at Morrowind; primarily the original release, but also the more recent visit to it in Elder Scrolls Online, alongside a number of attempts to mod it into more recent game engines.

It’s said about the Elder Scrolls series that the first entry you play is likely to be your favourite. This seems to hold true of most people I’ve spoken to, with people rising to sing the praises of many games in the series but rarely able to overcome their original. Whether it’s Skyrim, Oblivion, or even Daggerfall and Arena, the series is well loved and it’s rare to find someone who doesn’t have that favourite.

In my case, my first Elder Scrolls game was Morrowind, and my favourite is Morrowind. I’ve spoken about it at length on this blog, mostly before these article types were defined, but in the time since my respect for the game and its design continues to grow. I’ve continued to discuss and debate this with multiple people, and it’s come up enough that I decided it was high time to use this article structure and space to look at aspects of the game with more focus.

So what makes Morrowind so great? It boils down to a key word: design. Allow me to elaborate.

Bigger Isn’t Always Better

The scope of the Elder Scrolls series — and the scope of video games as a whole — has continued to expand over time, with each new entry proving bigger and more content packed than the last. While few would say that this is a bad thing, there has had to be some sacrifices to achieve this with each new iteration. Corners are cut on some aspects, and liberties are taken on others in order to achieve this vision, with mixed results.

A large focus for Bethesda on Oblivion and Skyrim was trying to achieve the sense of a living, breathing world. Rather than having limited paths and patterns for what they would do, many NPCs in the game will attempt to go about their lives regardless of the player’s intervention. They’ll discuss matters with one another, eat food that’s around, interact with objects and react to various stimuli around them. Granted, it’s not always well implemented, with Oblivion’s systems being the source of quite a bit of humour in retrospect, but a living world was always the intention.

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Backlog Battle Report (30th Oct 2017)

This week’s update brought to you by the DOOM 2016 soundtrack, which I am very much feeling the urge to play some more of after I’m done writing this. It doesn’t feature on the list this week, but don’t expect that to remain true for much longer. In addition to this post, I’ve done enough gaming to provide all the material I need for at least two or more reviews plus a Right Click to Zoom (at last), so I’m hoping to have some or all of that up soon. We’ll see!

Borderlands 2 (PC) — Co-op Siren song

Wasn’t planning on playing more of this due to scheduling, but one of the Discord chats I frequent has started having a game or two of this going fairly regularly. It doesn’t take long to put out feelers and then get a couple of people teaming up to go shoot some things, and that’s basically what happened to me this week. Unplanned, just decided to jump in with a couple of friends offering.

Since I’m still saving my Psycho save for the planned four man group, I picked up the next best thing I had, which turned out to be a level 14-ish Siren that I hadn’t played since 2013 or thereabouts. I had no idea what weapons I’d picked up or what skill points I’d invested, but it didn’t matter; just jumped in, figured it out on the fly, and shot some bad guys. We played that for a couple of hours and had a grand old time, during which I managed to be useful despite the level disparity just for the Siren’s ability to take a dangerous enemy out of the fight for a few seconds.

Of course, a stupid amount of poison and fire damage over time certainly helped matters, but the crowd control was the real selling point I’d wager.

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Backlog Battle Report (23rd Oct 2017)

As said in the scheduling update, these weekly reports won’t be going anywhere, but Right Click to Zoom is going to be unscheduled for a while and just be posted as I write them. I’ll have things to talk about soon, but in the meantime here’s my gaming for the week.

Elder Scrolls Online (PC) — Morrowind!

There was a lot of playtime in ESO this week. Most notably, I pushed ahead with my Templar all the way to the level cap of 50, unlocking the Champion Point system that allows me to keep gaining in power with experience past the maximum. It’s an interesting system; I continue earning experience for everything and it just goes into this pool instead, which upon reaching thresholds lets me apply points into different trees for incremental bonuses. The bonuses aren’t massive, but they also aren’t clearly better than each other, so they let me focus each character in more specific ways.

What’s really nice about the system is that the points are unlocked for every character in my account and can be spent for them as I wish also. As such, I’m not forced to stick with just the one character, meaning I’ll probably play around with the other classes and level those up now that the mad dash to the end is completed.

Nonetheless, my Templar will still probably get a lot of attention and playtime with all the content I still have to do. I’ve finished the Fighters and Mages Guild questlines, completed all the major plot threads for the Aldmeri Dominion, and am on the final step of the main quest (that being invading the realm of Coldharbor). I’ve also gone and picked up a lot of the additional content with the game, meaning I’ve started playing the Dark Brotherhood stuff in addition to the Thieves Guild dalliances I had previously.

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Backlog Battle Report (16th Oct 2017)

Proving once more that I am fickle and need to work harder on maintaining a schedule, here is Monday’s post ahead of the late Right Click to Zoom article. It’s coming soon, really. Also proving my lack of attention span is another slew of newly started games and not a lot of continuation on previous stuff. Well, at least I’ve got some things to say.

Final Fantasy 14 (PC) — Patched up

As I said last week, the major 4.1 update for Final Fantasy 14 dropped a few days ago and I jumped right back into it. What surprises me the most about this, however, is that I actually haven’t played much of it all despite expectations.

This is nothing to do with the lack of content, or lack of options and new things to do. That’s all there, with a new bunch of side content, further expansion on the Stormblood plot, a new four man dungeon, a new high difficulty trial, and a new raid that heavily ties Final Fantasy 12 and Tactics together into an interesting worldbuilding exercise. What I’ve played of it is all very well done and genuinely pretty high quality. The precursor quests to that raid had me geeking out pretty hard, and it was a joy to go through.

Thing is, I’ve still only done the precursors. The actual raid? Haven’t jumped into yet. The new main quest? That jumps into the new dungeon fairly quickly, and that’s where I’ve stopped. At the moment, I’m in no particular hurry to jump into the group content without a group to play with, and I have no real desire to queue up with random people. And even if I did have that desire, I don’t have the item level required; I played so little after reaching the level cap on both my characters that I didn’t spend much time gearing them up, so I’d have to do that for a couple of runs before I could tackle the new stuff.

Continue reading “Backlog Battle Report (16th Oct 2017)”

Backlog Battle Report (9th Oct 2017)

Last week’s Right Click to Zoom went up mere hours ago, which is a little less late than the previous but still not really acceptable to me. That said, it was a hell of a lot more difficult to get to a state that I considered good enough to post, and even once it was done I was given feedback that made me realise some missed opportunities I could have used. Alas. Hopefully this week’s article will come along more smoothly. If you’re reading this and didn’t know about that new post, do consider checking that one on the way out.

With that said, here’s this week’s status update.

The Elder Scrolls Online (PC) — Can’t see the forest for the trees

This was still the majority of my game time this week, though I suspect it’ll start to slow down now. The next content patch for Final Fantasy 14 is finally around the corner, so I’ll likely be focusing on that instead. Doubly so since most of my ESO playing friends will be busy with that, so there’ll be even less interaction and discussion on the subject with them.

Nonetheless, I’m still chipping away at the mountains of quest content at my disposal. My Templar is now in the early 40s and, surprise surprise, I’m still in Valenwood. There are so very many quests here, and while each of the zones within that region are different story and encounter wise, I’m honestly sick of forested area this, Green Pact that… my forays into the Thieves Guild quests and the desert city those take place in are welcome opportunities to break it up.

As always, I could go and do other stuff, but I like to be thorough and want to finish zones. It hasn’t reached levels of intolerable similarity, but the moment it does I’ll probably go and party Daggerfall somewhere.

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Right Click to Zoom — Addressing the Notion of Exclusion via Game Difficulty

Welcome to Friday’s late iteration of Right Click to Zoom, the more in-depth article side of this blog. Today’s topic is a follow up to the one that started this whole segment a month ago. Simply put, is video game difficulty excluding people? If so, is this a bad thing, and how should players and developers alike adjust?

Previously, I spoke about competency and professionalism in games journalism and touched on many of these concepts briefly, so it might be worth starting with that article if you’ve yet to read it. Regardless, the discussion has carried on in the month since, and it’s grown to the point that it’s time to address the newer parts.

Video games started their history by being fairly difficult, both by design and by technical limitations. Forget life bars or progress metres; it was usually you against the high score, with your progress being how much money you managed to save on coin-operated arcade machines. One hit was often all it took to end a run, and the backlog of extra lives usually wasn’t much leeway. That was how the games earned their money, after all.

It wasn’t until home consoles arose from the arcade scene that we started to see games with the kind of progression that we’re more familiar with now. Technology advanced and games were now able to feature stories beyond barebones excuse plots. Rather than being the semi-infinitely repeatable levels of Pacman and its ilk, games had clear beginnings and endings that were quite different. Concepts like tabletop RPGs were ported to video games with titles such as Dragon Quest or Ultima, giving more consistent worlds.

Most importantly, they introduced means of progression and power development that was based on more than just player skill. Suddenly, it didn’t have to be how accurately you timed your jumps or how well you dodged, but it could instead be about which items you’d collected or what level your characters were. The differentiation between those two concepts of player progression is something that deserves its own article, but that’s not what I’m here to talk about.

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Right Click to Zoom — What’s in the Box? A Discussion of Loot Boxes in Games

Welcome to last week’s iteration of Right Click to Zoom, the more in-depth article side of this blog. Today, I’ll be looking at one of the more insidious trends that’s been creeping into video games of late, and explain why you should try to avoid them: loot boxes.

As the years have progressed, the cost of game development has increased dramatically for the top end companies. The quality of sound, music, animation and general graphical fidelity required for a game to keep up with modern technological trends is staggering when you compare what was ground breaking previously, and none of this comes cheap.

Each console generation sees the hardware release at a higher price than the last, and while there’s usually initial grumbling and outcry, it quiets down and is accepted by the time the next one rolls around. Individual new game releases started growing in price over time to match, and while that has since become more constant, publishers are starting to find new ways to get an extra dollar.

There’s a lot of ways this has gone about, and some are considerably less acceptable than others. I personally feel, however, that the loot boxes fad that has started to creep into numerous undeserving games since the success of Overwatch is quite possibly the worst for consumers to be subject to. But why is this? And how are other forms of this more acceptable?

The Internet, DLC and You

The year 2006 saw the release of a little game you might have heard about called The Elder Scrolls IV: Oblivion. As much as the game receives a fair bit of playful mockery for shaky dialogue and ugly character models nowadays, Oblivion was a massive success at the time. What was not as successful was the public reception to one particular system: DLC.

Let’s go back a bit earlier for context. The early years of the new millenium saw the Internet go from relatively niche, to widespread but not powerful, all the way to increasingly available and fast. Trying to download even a single megabyte on a 56k modem could take quite some time, so regular patches to games were once upon a time distributed on discs (if they existed at all). As such, making further additions to already released games was relegated to large content batches in the form of expansion packs and sold as separate pieces of software.

While Oblivion would ultimately get an expansion pack of its own before the end of its lifespan, that was not the first addition that was shown off. Instead, Bethesda produced one of the first noteworthy DLC offerings: Horse Armour. For a nominal fee, you would be able to… well, give your horse armour, as the name suggests.

This announcement was not reacted to well by the general populace. Bethesda was charging for cosmetic upgrades that added almost nothing to the game! Why was this addition not just part of the base game? Shouldn’t it be something you unlock through play, as most cosmetic appearances were at the time? This and many more arguments were made, and the discussion was bandied back and forth across the gaming community.

Whatever the general argument for Oblivion may have stood, history made its choice clear. Fast forward to modern days, where download speeds and sizes are much less of a limiting factor. A game not having some form of DLC is arguably more an exception than the norm in modern times. In fact, it’s not uncommon for a game that is well received to have DLC requested of its developers, just so that there’s more to play.

While a lot of this DLC is still cosmetic or fairly minor, it can also include a wide range of additions to the game’s content. Traditionally sized expansion packs have become increasingly rare, as the availability of smaller pieces of content generally supersedes the need for a larger addition unless the game calls for it.

As a whole, the system generally works. Those who wish to pay extra for more content in a game they like can do so, and while it’s always nicer if optional cosmetics are accessible in the game without payment, it’s up to the player to decide if they want it. There are certainly valid complaints to be made, such as when DLC is included in a game on launch day rather than being part of the package, or if the content has clearly been removed or left unfinished during development solely to resell for extra later.

Overall though, many of the vocal criticisms of DLC have at least quietened down. It’s here to stay, in some form or another. But unfortunately, the gradual acceptance of what was originally seen as a horrible addition to the industry has set a precedent that other devs and publishers are attempting to capitalise on. I can’t completely fault them for this — it’s a business’ job to make money, after all — but the methods in which they are doing so come at the expense of the consumer.

Continue reading “Right Click to Zoom — What’s in the Box? A Discussion of Loot Boxes in Games”