Say it with Stormtroopers

Your correspondent is spending Christmas in snowy Stockholm, where there isn’t much to do in the long, dark winter hours. Well, there wasn’t – until the internet and massively multiplayer online gaming. That might explain why Sweden has some of the western world’s best broadband penetration and some of the hardest pro gaming clans in the world.

This video has nothing to do with Sweden or long hours of darkness, but it does come from the Internet. And it’s got stormtroopers. What’s not to like?

Merry LULZ  everyone.

This Week In Miscellanea: “Face The World As It Is”

1. Barack Obama’s Nobel Peace Prize acceptance speech was very interesting. Read it here.

2. Continuity is a student project. Go ahead and spend your entire afternoon imersing yourself in it’s simple, fantastically engaging game model and great music.

3. MEOW MEOW!

Late to the Party: Borderlands Review

Released on October 20, Borderlands is Gearbox Software’s post-apocalyptic, wild-west shoot’n'loot FPSRPG. That’s quite a lot to say – but there’s a lot to like about this game.
 
The game is set in an unspecified future on the distant planet Pandora. Huge numbers of colonists were drawn to the planet by the promise of vast mineral wealth … but Pandora turned out to be largely barren. Those who could leave did so, abandoning everyone else to fend for themselves. Some years have passed, and now the rapidly decaying human society is faced with a new problem: Pandora’s long slow orbit around its sun has brought winter to an end, and the hostile (and hungry) indigenous lifeforms are emerging from hibernation. In the midst of all this, people are still drawn to the planet by legends and rumours of a vault somewhere on the planet that contains a vast cache of powerful alien technology. Anyone who could find and access the vault would be wealthy and powerful beyond the dreams of mortals. 

Borderlands borrows heavily in theme from Mad Max and the Fallout games, but differs in tone: where the Wasteland and its inhabitants are deadly serious, Borderlands is wacky and over-the-top. You’ll save dancing robots from shrieking cannibal midgets, melt people’s faces off with electrically-charged shotgun shells or make a guy’s torso explode like a blood sausage with your fists – and all this in a bright and colourful cel-shaded visual style against a backdrop of more traditionally-rendered backgrounds.  

So how does it play? Very well indeed. Borderlands manages to tap into the best aspects of both the FPS and RPG genres to combine the excitement of rapid-fire death and destruction with the powerful, twin allures of levelling and loot.  

The FPS controls are tight and responsive, though the alternate control schemes are not very good; I for one would have liked to swap the buttons for crouching and melee attacking. Weapons perform very differently from type to type, and enemies are kind-of clever, often seeking cover and being perfectly happy to stay back and let you come to them. They don’t really work together very much, though.  

While Borderlands borrows from Mad Max and Fallout for theme, it’s straight up channelling the ghost of Diablo II for design. Looting, levelling and improving via upgradable skills is alive and well on Pandora. Loot-wise, Gearbox President & CEO Randy Pitchford says it best: 

[...][W]e ask questions like, ‘what’s your favourite shotgun? What should our shotgun be?’ and the programmers and designers will debate this. And we were thinking if we care about choice, why can’t we have all the shotguns? 

In order to make this happen, the game procedurally generates weapons and other loot by combining bits from a vast library of parts and accessories for a half-dozen different weapon types, from revolvers to rocket launchers. But the variance isn’t just aesthetic; weapons vary wildly in power, accuracy, rate of fire and magazine size, and there is a dizzying number of additional modifiers that can apply. As if all that wasn’t enough, some weapons are ‘elemental’, inflicting additional damage over time. At last count, the system had generated more than 17.5 million different guns, so there is literally no telling what you might find. Watching a weapons crate slowly pop open is always exciting! 

The levelling system owes a clear debt to Diablo II and World of Warcraft’s Talent Trees. Each of the four character classes – Hunter, Soldier, Siren and Berserker – has access to a unique Action Skill and three distinct skill trees that enable the character to specialize in certain approaches to combat. For example, Brick’s Action Skill is Berserk; when activated, Brick puts his guns away and flies into a blood-fuelled rage that gives him increased movement speed, health regeneration and damage resistance. Brick’s three talent trees are Brawler (which makes his Berserker rage even more deadly and effective), Tank (which focuses on making Brick fantastically survivable) and Blaster (which focuses on Brick doing damage with guns, especially explosives). Players are free to dabble in more than one skill tree, but the greatest payoff seems to come from committing to a single path over many levels. Action Skills are unlocked at level 5, and players receive a single skill point at each level thereafter. Building a character is a lot of fun and it’s really satisfying to see and feel the differences your skill points make as you progress. 

L to R: Roland, Lilith, Mordecai and Brick

Borderlands uses a combination of NPC quest-givers and local bounty boards to keep players busy, and to dole out experience points, new gear and money. No chances are taken with quest-types, and everything you do will fall under the category of killing someone or something, finding/collecting something, or fetching something and bringing it to someone. It would be easy to crticize Borderlands for a lack of variety here … except that this is the case for pretty much every RPG ever. On the other hand, the flavour of the different quests can be quite different, which keeps things fresh and interesting. Quests do seem to be given almost entirely via text bboxes, which is a shame because it deprives NPCs of an opportunity to develop any character. To be fair, one gets the feeling that NPC interaction was not a major priority for Gearbox when they were putting Borderlands together. Still, when you consider how much personality Saint’s Row 2 managed to inject into a game where essentially every mission is “go kill some people”, Borderlands’ quest-giving mannequins come across as being inadequate.  

Vehicles also have a role to play in Borderlands, though not an especially large one. They are handy for quickly traversing the game world and for running over troublesome enemies. Unfortunately, vehicular combat appears to be limited to simply mashing the rocket launcher button until the other guy blows up and taking on more than one enemy vehicle in single-player can get frustrating.

By far one of the biggest factors in your enjoyment of Borderlands is whether or not you have any company. The game is quite enjoyable as a single-player experience, but it’s in playing cooperatively with other people that the game really shines. Network play allows up to four people to work together, and there are no class limits. If you want to play an all-Soldier group, go right ahead. Xbox 360/PS3 owners can also run two-player coop via split-screen (if you have an HD TV, try changing your aspect ratio from 16:9 to 4:3; that should allow you to split the screen horizontally instead of vertically). The game scales to the number of players, increasing how many enemies you face, and how tough they are. As one of the loading screens explains: More players = tougher enemies. Tougher enemies = better loot!  

I think that one of the reasons that Borderlands works so well is that Gearbox opted to layer the RPG elements on top of the FPS, rather than the other way around. Consider Fallout 3: although it had a strong shooting aspect, it was layered on top of the classic RPG elements like dialogue trees and lengthy bits of story. Borderlands’ plot is paper-thin – and it knows that. But in the end, it’s not so much about the story as it is about the experience. Gearbox have taken the view that getting into deep into elements like NPC interaction and dialogue trees would ultimately create a barrier between their players and what the game is good at. By focusing on the action and applying a tasty RPG icing, Gearbox have created something pretty different.  

For accesibility, presentation, performance and fun, Borderlands is an 8.5-9/10.  Thanks to Rusty for lending it to me for a few days! 

 Bonus: Claptrap channels Christian Bale in a couple of videos!

 

  

Slingers (now with 100% more Japanese silliness!)

File this one under “too good to be true.” The producers of this short – which stars the stunning and instantly recognizable Haruka Abe – are hoping to parley it into a full-blown pilot in 2010, but given what happened to Firefly this is likely all we’ll ever get. Still, we can always hope. Enjoy the awesomeness – they look kind of like one of our groups, don’t they? Dak – those weapons are for you :)

Here’s more, from project manager and writer Mike Sizemore:

“It’s directed by Steve Barron and stars Sean Pertwee, Adrian Bower, Tom Mison, Margo Stilley, Haruka Abe, GUN and JUNIOR. The outstanding conceptual design was by Arran and Corran Brownlee. The music is by The Mummers. And yeah I’m the creator/writer/idiot who came up with it. Sleepydog are the guys running the show.”

Nice.

EDIT: Japanese silliness!

Ataque de Pánico!

“Robots gigantes invaden Montevideo!  Un cortometraje de 5 minutos dirigido y animado por Fede Alvarez.”

This video – which was apparently made for the equivalent of US$500, has just landed Uruguayan director and animator Fede Alvarez a cool million dollars to direct a feature length, thirty million dollar version. Enjoy!

On Universality

I’m excited about this – really, genuinely, unironically excited. Yes, I know what you’re going to say, so say it carefully… you’re treading on my dreams.

Move Over Xphone, It’s The Robogeisha

Looks like the xphone’s days are numbered. A previously little-known Japanese design and engineering company has created the Robogeisha– the first robotic home servant to be powered by an atomic battery.

It’s really quite impressive. But I’ll let you check out their own promo video.

Move over Apple, it’s the xphone

Looks like the iPhone’s days are numbered. A previously little-known German design and engineering company has created the xphone – the first mobile phone to be powered by an atomic battery.

It’s really quite impressive. But I’ll let you check out their own promo video.

Should be available in time for Christmas (Europe only, for now.)

I can’t wait!

Dragon Age: Origins: Initial Impressions (colon)

Dragon Age
BioWare’s latest RPG, Dragon Age: Origins has hit store shelves, and your tireless gamer pal Tanith secured a Day 1 copy so he could provide his initial impressions of the Xbox 360 version of the game. After 12+ hours of gameplay, here’s what he thinks:

Story: The game sticks pretty closely to well-established RPG tropes. There are three playable races in DA: Humans, Elves and Dwarves. Humans fill their familiar niche as a numerous and adaptable people who are the dominant race in the world. The mighty Elven kingdoms are long-lost, and those that remain either scrape out a living in ghettos among humans or survive as elusive nomads in the wilds. The dwarves are an endangered species, bled white by centuries of unending conflict against monsters beneath the surface and reduced to a single remaining city.

Early in the game the player is recruited into the Grey Wardens, an ancient order of warriors sworn to defend the world from the threat of the Darkspawn – savage mutants who are occassionally united by a powerful Archdemon and boil up from their subterranean lairs to invade the surface in what is known as a Blight. The player must rally disparate factions to counter the latest Darkspawn invasion before all is lost. In this, the game follows the now-familiar BioWare RPG structure: after an initial warm-up period, Something Important happens and the player must subsequently travel to several locations in order to prepare themselves for the Final Confrontation. As in earlier titles, the order in which you tackle story quests is up to you.

He isn't messing around

Duncan is Leader of the Grey Wardens

BioWare aren’t taking many chances with their plot, but the story itself is told well enough to keep the player engaged. Part of this stems from the tremendous depth that exists in the world – entire histories and mythologies have been developed to breathe life into the world of Thedas. The game also draws you in through your chosen Origin story. There are six different Origins, though by the time you’ve selected your race and class you’ll only have one or two choices; regardless of race, Mages must play the Mage Origin, for example. An Origin story is a prologue that lasts just long enough to situate you in the world, establish initial contact with the Grey Wardens, and give you the motivation to move on. The Origins are generally well put-together (some are better than others) and to their credit not every Origin is equal in terms of what it teaches you about the world: the Human Noble Origin provides lots of information about your family and the politics of Ferelden, for example, while the Mage Origin goes into detail about the relationship of magic-users with the rest of the world. By contrast, the City Elf Origin highlights the challenges that elves face as second-class citizens in human society.

Naturally, the Origins also act as a tutorial, introducing basic gameplay elements such as combat and NPC interaction. We’re a far cry from Trask Ulgo, though – your immersion into the world is quite smooth, and your Origin doesn’t end when the prologue is over; the things you see and do during your first hours will continue to come up throughout the game, mostly in conversation with NPCs, party members and otherwise.

Gameplay: Character creation is handled very similarly to Mass Effect, and the facial construction system is nearly identical. Fortunately, the presets are much better in Dragon Age, and provide a stronger starting point for modification; this is especially true of the male faces (which were pretty bad in ME).

There are three classes in Dragon Age: Mage, Warrior and Rogue. While this may sound limited, it is important to note that within each class are 5 or more Talent trees that enable you to customize your character. For example, within the Warrior class there are Talent trees for fighting with a sword and shield, fighting with a two-handed weapon,  two-weapon fighting, and archery – not to mention a Tree of general Warrior talents. It’s probably best to focus on a couple of Talent lines rather than spread yourself thin, but the depth means that two players who make the same race/class selection could nonetheless create very different characters. New Talent points are awarded every level. As you progress through the game, it is also possible to unlock two specializations within your class which grant additional powers. There are four specializations available to each class, including Berserker and Champion for Warriors, Spirit Healer and Shapeshifter for Mages or Bard and Assassin for Rogues.

In addition to Talents, there are also a series of Skills that can be developed over the course of play. Broadly speaking, Talents impact a character’s performace in combat, while Skills often have uses outside of combat. Any character can train up any Skill, but caution must be exercised: Skill points are awarded only once every three levels (or every other level for Rogues), so it’s important to determine roles for each member of your party and to ensure a complimentary composition. There are a number of Skills, including Herbalism (for brewing potions), Coercion (which unlocks new conversation options) and Combat Training (which allows the character to use higher quality weapons and armour).

There’s an abundance of side-quests to keep you occupied if you decide to take a break from the main sotry (or to level up if you’re finding a particular section too challenging). While they are largely of the “Kill X rats” variety, there are some exceptions that keep things interesting.

One thing that you won’t find is any kind of alignment or morality meter. There’s no Light Side/Dark Side or Renegade/Paragon dynamic in Dragon Age. You simply make decisions and deal with the consequences. Your companions have their own alignments and will let you know if they approve of your actions or not (it’s possible to infuriate a follower to the point that they abandon or even attack you), but otherwise there’s no system in place to tell you when you do the “right” or “wrong” thing. Frankly, it’s a refreshing change.

Controls: You’ll control the action from an over-the-shoulder perspective that will be familiar to veterans of BioWare’s other console games like Knights of the Old Republic, Mass Effect or Jade Empire. The player leads a party of up to four characters against all manner of foes in mostly-real-time combat. As in KotOR, the player is free to switch between party members on the fly, and issue specific orders to each. Managing your characters’ large repertoire of spells and special combat moves is handled through a radial menu similar to Mass Effect, as well as six quick-use commands mapped to the X, Y and B buttons. Holding the right trigger brings up a second list of quick-buttons, for a total of six hot buttons for each character. This is quite clever, but as the game progresses, players may find that this simply isn’t enough to manage the many abilities and spells they have, and have to spend more time with the radial menu, which is called up by pulling and holding the left trigger, pausing the game. Unfortunately, the radial menu has a couple of layers that can be a pain to negotiate, and it is only possible to give one order to a given party member at a time; once you’ve issued your command, the game automatically unpauses. Thus, issuing orders to several party members requires a tedious process of pausing, issuing an order, unpausing, switching characters, pausing again, issuing an order, unpausing, and so on. Mass Effect’s ability to issue commands to the whole squad from the radial is keenly missed, as is KotOR’s ability to queue up several actions per character.

This could potentially be a deal breaker, if not for the Tactics system. Similar to the Gambits in Final Fantasy 12, the Tactics system is a series of If/Then conditionals that you can set up for each character to help govern their behaviour in combat. While the system looks complicated at first glance, it is actually quite intuitive and very flexible. Initially you can only set up one or two Tactics per character, but you can open up additional Tactic ’slots’ as you level up. Using Tactics, it’s possible to develop fairly complex strategies that mitigate the need to micromanage your party. For example, it’s possible to tell your Healer to heal your Warrior if his health falls below 75%, and to heal anyone who is below 50% health. Your Rogue can be told to attack anyone who threatens the Healer; otherwise, he attacks whichever enemy has the fewest hit points. Your War Hound can be given standing orders to charge any ranged attackers, and to use its Growl ability against any Elite foes. Your Mage can be ordered to save powerful area of effect spells until a certain number of enemies are clustered together, and to heal himself with the most powerful potion if his health drops below 25%. The depth of the Tactics system is impressive, having presets for almost any eventuality. Tactics do not automate combat, however – the character you are controlling always ignores its preset Tactics and does only what you command.

Combat: Paced similarly to Mass Effect, combat is fast and furious, and you’ll frequently face large numbers of enemies. Initial battles are quite easy, and you’ll likely win simply by letting your party auto-attack their way to victory. Use these early battles to get the hang of your abilities, however, because the difficulty ramps up fairly quickly and careless or brash play can be brutally punished. While it’s nice to be challenged, the occassional spikes in difficulty can make for confusing or frustrating battles. Fortunately, the difficulty can be adjusted on-the-fly, so if a battle is giving you fits it’s a simple matter to drop the game down a notch or two so you can get through. There are no difficulty-related Achievements, so those of you who live to hear that little “bloop!” can rest easy. You also don’t need to obsess about keeping your avatar alive: characters are KO’d when their health is depleted, but as long as at least one member of your party survives a battle, the others will get back up, and health recovers quickly outside of combat. Beware however that characters who recover from a KO suffer injuries, which impose a variety of penalties. Injuries stack, and imprudent play can soon lead to you reaching the boss of an area with your party reduced to a battered band of ragged adventurers coughing blood and nursing open wounds, cracked skulls and broken bones. You’ll want to keep a steady supply of Injury Kits handy to treat these afflictions before they get out of control. 

Seriously, they'll fuck you up

Ogres can mess you up.

Graphics: Dragon Age: Origins doesn’t look terrible by any means, but there are definately better-looking games on the Xbox 360. Some of the textures are flat, apparently compressed in order to improve performance. There has also been some minor slow-down during cutscenes, which clears up after a few seconds. Everything else has been quite smooth. Load times are a bit long, but the loading screen displays information on your current quest or on various abilities and game mechanics, so the wait isn’t that bad (apparently, installing the game to your Xbox HDD significantly reduces load times). Weapon and armor models are nice – I’m a big fan of the look of the heavy and massive(!) armour sets, and having weapons that actually look different is a nice change after Fallout 3 and (especially) Mass Effect. There’s not a Borderlands-level of variety, but the slection of kit is good. Combat animations are also solid: spells provide dazzling particle effects, special abilities look cool when you execute them and combatants get splattered with gore. Killing certain important foes will even give you a special “killing blow” animation. In conversation, the character models are comparable to Mass Effect, and there’s none of the irritating texture “pop” that plagued ME on the 360. Conversations are preceeded by a couple of seconds pause as they load, however – installing the game to your HDD apparently eliminates this. Animations in conversation are also on-par with Mass Effect - which is to say that they can look a bit stiff, but facial animation remains a strong point; the characters in Dragon Age have expressive faces, unlike the dead-eyed inhabitants of the Wasteland. One slightly silly thing is that people stay splattered with blood for a while, which means that you can enter into a casual conversation still covered in the gore of your freshly-slain foes. Doesn’t anyone have a hanky? Also, any combat results in a literal blood bath … even if you’re just smacking rats in the pantry.

"You've got something on your face..."

This kind of thing happens all the time

Sound: Sound design is very good. The music is great and ambient effects are classy; the quiet echo of voices in a church, or the layered, out-of-synch whispers and growls when a demon speaks. Spells sizzle and weapons clash in a satisfying fashion. Voice acting is excellent. KotOR and Mass Effect spoiled us, and BioWare has wisely continued to invest in top-notch voice talent. Returning to classic RPG roots, the main character does not speak, but everyone else has been very good so far. The trope of almost everyone speaking with a British accent is present as well, though not as bad as in other examples of the fantasy genre: humans from the kingdom of Ferelden speak in the Queen’s English, but humans from other lands have French or Spanish accents. Elves do not seem to have accents, and the dwarves appear to have been spared the usual Scottish / Ale / Axes treatment.

GUI: Dragon Age: Origins is an RPG in the spirit of BioWare’s hugely popular and successful Baldur’s Gate series, which means that there’s alot to do and keep track of. A game as robust as this can be very hard to manage on a console, but the GUI designers at BioWare (with the help of Edge of Reality) have done as good job of bringing it all together as could be expected. There are a few areas where having a keyboard and mouse would be vastly better, but overall the controls are solid. Menus are negotiated by using the triggers, the bumpers and the control sticks. Generally speaking, the triggers cycle through menu headers (Map, Inventory, Quest Log, etc…), the bumpers switch between characters, and the control stick manipulates items on a given screen (equipping or using items, for example). The menus are quite deep, but sometimes feel a bit unwieldy. The Quest Log is divided into collapsible sections based on where you found a quest, which keeps things neat … but the actual log entries do not always provide adequate guidance. There is a “Set as current quest” function, but it does not appear to actually do anything. The Codex is similarly organized, with new entries highlighted for your convenience. A nice touch is that not all Codex entries are static. For example, when you first meet a party member, their Codex entry might simply say, “Alistair is a Grey Warden who once trained to be a Templar.” As you speak to Alistair and learn more about him, his Codex entry expands to cover more of his background. Sadly, the Codex is not narrated, and reading entries on an SDTV is a real pain – play in HD if you can!

On the main screen, information is presented with fair efficiency and clearity: The character portraits with current health and stamina/mana are displayed in the upper left. The mini-map is in its familiar place in the upper right, and in the lower right is a display showing your hot button layout. Under that are the health and mana bars of the character you are currently controlling. This puts a good deal of information at your disposal, without cluttering the middle of the screen where the action’s at.

Summary: Dragon Age: Origins on the Xbox 360 is not without problems: so-so graphics, unwieldy menus, uneven difficulty, combat that is sometimes clunky, and somewhat predictable plot progression are all factors that cannot be ignored. However, the abundance of side-quests, the richness of the game world, the excellent writing and voice acting, solid design of the main story arc and the moments when everything just clicks all manage to overcome the game’s shortcomings and provide a compelling experience that I’ve been hard-pressed to put down. If things keep up at this pace, I can definately seem myself playing through the game a second time. I’ll reserve final judgement until I finish the game, but at this point I give it a solid 8/10.

A Prince Never Lacks Legitimate Reasons…

Nonetheless, in honor of recent achievements by Dakalos, a Dak-themed movie post:

Regardless of how you felt about that, you work hard and you deserve this. Thoughts?