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Modern Warfare 3 Has Only One Gun

November 28th, 2011

Modern Warfare 3 is a lot of fun, but it’s not somewher you expect multi-levelled metagaming psychological constructions. It’s more a sort of “run and shoot people in the face kind of feel.” The series hasn’t changed since the first modern warfare servers, probably because they were brilliant, and it won’t change until there’s a new world war. And even then not because a new war would give us a different model of conflict, but because nuclear weapons are the only thing which might be possible enough to stop the series.


Which is why it’s already using them against us

Which makes the meta-game in the latest incarnation so surprising. Modern Warfare 3 upgrades the series with dozens of new items and perks, because that’s all Modern Warfare sequels are for*, but it also features a massive fake-out. A gigantic bluff. Because it’s the only game in the world where most of the weapons are decoys. We’re not talking about that stupid explosive supply crate you can drop on the enemy…

*We’ve heard tell of some kind of “single” player mode, but don’t understand what the point would be.


Hmm, an enemy crate on our side of the map, with no enemy going for it, surrounded by dead bodies. Sure I’ll open that!

…which wastes a killstreak reward on the most obvious trap since the Greeks started turning trees into animals. We’re talking about how every gun except one is a suicidal trap which will get you killed. Here are why the other four types of weapon are more useless than imposing import taxes on an invading army.

Sniper Rifles

We can hear lots of of people whining that snipers are useful already, because we hear them every time we play on a public MW3 server. It doesn’t matter how dominated the map, how far away the bomb is, or how Kill Confirmed was built specifically to stop people from crouching in one corner of the map for fifteen minutes — they will swear blind, and at you, that sniping is critical. And you know they swore blind because they’re usually the worst shots in the entire world.

How to be extremely useful (and stabbed in the back)

If you have more than one dedicated sniper on your team you are effectively outnumbered, and are going to lose.

Light Machine Guns

Light machine guns are a bizarre reverse-killstreak: they act as single-person inverted-UAV, advertising your position to the entire enemy team, and instead of using it after killing a bunch of people a bunch of people kill you after you use it. The problem is the false “balance” between having a hundred rounds, damage, and fire rate. In theory the ability to hose an area means your bullets should be slower and less effective than burst-fire weapons. In practice this means that your bullets are just (vigorously) tapping enemies on the shoulder and giving them plenty of time to turn and burst-fire into your face.

You’d be better off with the throwing knife

It doesn’t matter if you have a good position, a clear field of fire, are covering a vital approach and the enemy stagger in backwards. If they’re above Level 1 they will turn and shoot you dead before your nagging bullets get round to bothering their health too much. And that’s if you’ve gotten into a good position. If you meet someone while moving you’re deader than the Dodos of Landmine Island.

Assault Rifles

Anywhere but an MW3 server assault rifles have serious advantages over sub machine guns. Greater range and greater accuracy add up to “everyone else dies”, but in the universe of Modern Sub Machine Gun Warfare 3 they have less function than an open-top Hummvee. Most of the maps are broken up into areas where the submachine gun dominates (especially since it’ll be indiscriminately raking across your body as you tighten aim between two bursts), and in the few long sightlines the sniper rifle is far more less-useless.

Riot Shield

This one’s the punchline, the item which purposefully takes things too far to make sure even the slowest player understands the rest were a parody. They offer the riot shield as a real weapon, even though it’s more humiliating than running straight at the enemy without firing. At least then they might think it’s just your keyboard that’s broken, not your brain.

Notice how he’s “shooting at me” while I’m “doing nothing and already bleeding”

Grenades destroy you, sidestepping destroys you, and even if you get up to a (presumably comatose) opponent, this is the only weapon where melee doesn’t kill them. It’s clearly intended for teamwork with one player shielding another, but
1) Random players will never teamwork this well
2) There’s nothing two pro players can do with a riot shield and SMG that they can’t do better with two SMGs. In fact, there are very few things an angry god can do that two pro players with SMGs can’t do.

That’s why there’s only one gun: the submachine gun. And the way weapons now level up on MW3 servers means that there’s only really one. Newly unlocked SMGs are just advanced options for customizing the single ur-SMG you’ve got — unlock them all, bring them to maximum, and keep killing anyone dumb enough not to. As long as you remember that Modern Warfare 3 is incredible fun. And anyone using anything else is incredibly funny.

 

Modern (Warfare 3) Etiquette

November 14th, 2011

Hello, sirrah! Statistically speaking you’re now either playing Modern Warfare 3, Battlefield 3, or with golden-locked dolls while wishing you were a girl. A simpering girl, not one of the modern ladies who can kick your ass with a P95. While modern warfare 3 servers are an excellent destination for sporting-minded men such as ourselves, a recent immigration has — as always — somewhat lowered the tone.

If you’re one of these immigrants …What’s that, Jenkins? Ah, yes. I’m told the term is “Noob.” Well, please have a seat over there where the staff have laid down blankets, because we at the Gentlemen’s Mannerly Murdering club have gotten together to lay out a few rules to help you adapt. You bounders are bounding about the place shooting at each other and trying to win the game. If we were all to run around doing sensible things we wouldn’t be playing with guns, would we? So listen to the sage advice of people who’ve been playing this game longer than you.

Do Not Destroy Enemy Aircraft

The ghastliest thing is to see some beginner player running around shooting at expensive airborne equipment. Don’t you whippersnappers understand how much work the enemy put into getting that airborne death fortress? Just because air support is massacring your entire team is no reason to go around being rude! You should do what every other player on a MW3 server seems to do: stoically and manfully ignore the constant rain of death from above no matter how many times it kills you! Just run around trying to kill enemy infantry like an idiot.

A blatant disregard for his station

Air support is a vital part of the class system, making sure that the people who are winning keep winning while everyone else is turned into red mist.

The correct relationship between you and your betters (posthumous)

Do Not Guard Multiple Entrances

When dashing to dominate a flag with a man already on it, don’t guard a different entrance to him! No-one else does! The idea of multiple men lying prone waiting for burly fellows to arrive behind them with pulsing weapons is a vital part of the boarding school system, a vital bastion of learning the class system and respecting your betters.

Manly Roughhousing

When you see another fellow joyfully running, jumping, trying to escape brutal enfilading fire, make sure to share the spirit of playful physicality by bumping into him! Get a good run and jostle him as much as you like. Especially when he’s trying to get through doors or over walls!

Leave Those Dog Tags Alone!

Those dog tags aren’t yours! Grabbing the enemies’ dog tags is shockingly lower class, a far too blatant and ungentlemanly greed. And as for recovering fallen team-mates tags, it’s just not on. That’s as bad as not wearing bright red uniforms and marching over open ground!

Warsoul is a sporting man, leaving the tags where an enemy can collect them at leisure

So there you have it. With that brief course in what everyone else on Modern Warfare 3 servers is doing, you should fit right in, being just as conceited, ineffective and outright stupid as nobles have been throughout the ages!

 

Totally Sane Predictions For Modern Warfare 3

November 7th, 2011

With Battlefield and Modern Warfare engaged in videogamings world war three, the pressure is really on Infinity Ward. Especially since most of what now calls itself Infinity Ward hasn’t made a Modern Warfare game before. While Battelfield 3 servers aim for advanced teamworks and massive maps, MW’s angle has always been more movielike: fast arcadey ass-kicking which looks like it could be starring famous actors instead of shouting enemy twelve-year olds with grenade launchers.

Like this but with more people screaming “FAG” at you

The single-player is even more movielike with stunning set-pieces, some so amazing you’re not trusted to do anything but “press SPACE” to make sure it happens the way the producer wants. Which doesn’t make it one speck less exciting the first (and only) time you play through the campaign. But a big part of the series is escalation, so we fed the first and second games into our banks of top of the line Modern Warfare 3 servers to see what happens next. We found some shocking, but entirely logical, conclusions for the new game.

Zakhaev’s Arm

In Modern Warfare, continuity is something you do after you get killed and want to try the level again, and coming back from the dead is a twice-a-minute occurrence. This extends into the game’s story with Captain Price found in the depths of a Russian prison after only being shot through the chest a whole bunch of times.

If the rest of him can survive this, so can the arm

The villains for Modern Warfare 3 will therefore be an elite squad of radioactive soldiers led by Imran Zakhaev’s arm, which crawled off after Captain Price shot it off years before Modern Warfare to for it’s own SuperDuperUltranationalist faction. This evil thing’s second in command is a radioactive Sergeant Paul Jackson, who has decided he’s damned if his last playable scene is crawling miserably around a radioactive wasteland two games ago.

It’s perfect trilogy writing: an unexpected villain returning from the flashback in the first game to bring it all full circle. In one scene the arm, in revenge, snipes you (playing as Captain Price) in both shoulders to disable your weapons and ability to open doors. Armed only with his enormous moustache, you must walk around a long corridor agonized by the fact that even if you had arms you couldn’t open any of these bloody doors, as there are no carefull-timed NPCs in the corridor to do it for you.

Suicide Belt

Some people have already called in sick, becaues they’ll be playing MW3 servers from the second they go online until max level, and then until they fall unconscious because they’re having too much fun stomping people at max level. Modern Warfare has always been the RPG of FPSes, rewarding play with XP and unlocks. Unfortunately some of these unlocks are “Martyr” and “Frag x 3”, turning unskilled players into fountans of frag-death who can rack up points faster than real players on small maps.

The way these obvious flaws weren’t removed in Modern Warfare 2 indicates that Infinity Ward wants to encourage this play, and the airport level shows they don’t shy away from controversy but in fact use it as an adevrtising strategy. So in the next game, 100 martyr kills will reward you with the “Suicide Belt” perk. You don’t need to even pretend to use a gun anymore! Instead you hold a dead man’s switch, charge into combat, and either pressing the fire button or getting killed detonates the belt and kills everyone in the area. This doesn’t count as a -1 suicide penalty, because people playing that way are already paying a much heavier price in terms of losing real fun and having dozens of other players psychically wishing them dead at all times.

Blowing Up The Moon

When the bad guys nuke the Middle East in the first game it’s hard to top it, but when the good guys nuke Washington in the second it’s impossible. Especially when anyone with 25 kills can fire one into a Modern Warfare server, guaranteeing that every player has personally seen the wrong end of a fission reaction at least once. Nuclear warheads are now boring in Modern Warfare.

So we need to blow up the Moon.

It’s the only way to be sure. And awesome.

Think about it. Is this any less likely than the plot of Modern Warfare 2? Or Black Ops? Hell, we’ve already been on the moon in Black Ops’s zombie mode! Are you saying that clean-shaven Bruce Willis can blow up an asteroid but the magnificently-moustached Price couldn’t detonate a planetary body if he thought it was hiding terrorists? Or if he thought exploding it might scare a terrorist for a single second? Or, most importantly, if it made a great cinematic they could use in advertising the game?

(Nov 8th Update: It seems we weren’t quite spot on with our predictions, but we still think they’re good ideas.)

 

Killing Floor’s Touch Of Class

October 31st, 2011

Class warfare has always fun in videogames because it’s balanced. Unlike the real world. Wall Street is seeing the kind where both sides don’t even need to be on the same level – the protesters have to be there all day every day, like gold farmers but with fewer people interested in their work and with the exact opposite effect on earning money, while their enemies get to deploy mace and handcuffs. It’s worse weapon imbalance than bringing a knife to an AWP fight (and Wall Street is a very very long open corridor.)

Just like a noob to bring a knife to a gunfight

Classes keep things interesting and foster teamwork. The problem is that they require it too, which can lead to spectacular backfires. A TF2 server with five defending snipers turns a challenging game into a steamroller simulation, while the specter of the idiot Combat Medic still stands as a mockery of what classes are meant to mean.

Some games tackle the class conundrum by letting you become whatever you want. Modern Warfare servers give you a greater range of equipment the longer you play, meaning you build the class around yourself rather than the other way around. But as with all freedoms this creates its own problems, mostly based on people being idiots. For example, Infinity Ward would never have programmed a class called “Grenade Flinging Suicide Bomber” (even though that would have got them more publicity than the No Russian level.) And while snipers don’t have a logo, and the ghillie suits genuinely make them hard to see (in a bizarre reverse-triumph of modern graphics), you can always recognize them. They’re the proctology of assholes prone in a corner even when you’re a hundred points behind in Domination.

Which makes Killing Floor’s class system all the better. When you join a Killing Floor server you select a “perk”, and that word alone embodies the system. Choosing a perk doesn’t restrict you to certain things, which feels like homework and chores even when it’s setting undead cyborgs on fire, but it makes you better at certain things. A lot better. And that’s a lot more fun. Someone might say they don’t wanna go around igniting the enemy, but when they’re given access to the entire arsenal of weaponry, but the tanks of gasoline with nozzles at the front are 60% more powerful and 70% cheaper even the most idiotic player will want to set things on fire.

“Burn at 500 degrees, then chainsaw to taste.”

Even better, these perks improve with use. No grinding XP rubbish here, or the sort of psychotic practice reward which turns a decade of playing Counter-Strike into God Mode (which is true of anything, by the way, videogame or not.) If you want to level up as a sharpshooter you have to get headshots. Demomen can do whatever they went, but the bombs only get bigger if they blow things up. Doing your job gives you sweet levels and rewards, doling out the XP and making players addicted to actually doing their jobs.

Especially when that job is “BURN!”

The best bit? You don’t need to be using a perk to level it up! No restriction! If you run around healing people as the world’s most thoughtful shotgun-wielder, you’ll find the nice surprise of cheap medical gear if you ever choose that perk. The lack of restriction, the positive feedback, and the sheer fun of classes based on exactly how you’re going to destroy the dead, those are why Killing Floor servers are such fun. And why I’m leveling up in every class.

 

Hard Reset Reboots Single Player Shooting

October 25th, 2011

Hard Reset is unnatural. Not just because it’s a cyborg shooter where Artificial Intelligences want to exterminate humanity, but because we love it. A love which makes Romeo and Juliet look like a couple of cuddling Care Bears. Multiplayer shooters are our entire deal and Hard Reset doesn’t have any, but Hard Reset makes up for the lack of other people  the same way Schwarzenneger’s characters make up for a lack of everything - by doing the “shooting” bit even more awesomely.

The first FPS to make Zeus jealous

Hard Reset snuck into the world without announcements, fanfare, or even the tiniest months and months of gaming sites drooling over carefully crafted PR shots of men the size of sheds. You might think that games which can’t afford advertising can’t afford the kind of people of who make good games either, but that’s because advertising has worked far too well on you. Hard Reset is clearly relying on word of mouth and every single one of those words is “KICKASS!” (Although a few are synonyms, like “giant robots” and “targeted electro-spheres of justice and death.”)

Other games’ enemies quit when you blow them up. Because they’re pansies.

Hard Reset reboots the idea of single player by ignoring everything else. Years of megaselling Halo servers and Gears of War have turned “campaign” into an extended tutorial with some cutscenes. Several of which are called “bosses” because you had to fire five thousand ineffective rounds first. Hard Reset instead concentrates on a genuine game, and it’s a glorious flashback to the days of Doom, demons, running for healthpacks and ammo and “How good you are actually mattering to whether you beat the level or not.”

Back when finding a health pack meant more than finding your biological parents

The single player truly comes into its own with the weapons, which have as many functions and as much personality as an entire TF2 server. Multiplayer gaming means a few weapons win out over everything else (such as Counter-Strike’s AWP), or everything is rounded down to a banal midrange designed to shoot single targets no matter how many hordes you have to face. A true single player campaign has a range of enemies with their own visual cues, recognisable sounds, and ways to completely blow your face off so it feels fantastic when you take them out first.

Example: one weapon can project a time-freezing sphere of lightning death for all within it, and it doesn’t break the game.

It’s just one fun option among many and there are times when the ability to turn temporal-electrical death on your foes is the wrong option. The shape-shifting weapons even answer the age-old question of how one man can carry an entire TARDIS-full of weaponry, and look cool as hell while doing it. Tactical play turns difficult death-dealing chambers into artistry of destruction when you work out how you’re going to take it next time. Dying on a multiplayer server involves cursing. Dying in Hard Reset starts the age-old tradition of “Okay, next time I’ll railgun the artillery then lay down grenades while dodging left…”

The graphics look like Blade Runner grew up and married a graphics engine, so you can move around the filthy cityscape instead of enjoying a few seconds between close ups of Harrison Ford’s face. Though that’s also a handsome and progressively ruined landscape. One scene has you escaping along a rusty walkway before realising, holy Tyrell, that huge thing in the background is a titanic wind generator and it is moving.

But the biggest and best and most trying to murder you part is the boss fights. They are glory. You come up against these magnificent exemplars of technology, and have to blow them up. Every time you die you’re that little bit better, that little bit more knowledgeable, and about three Modern Warfare server’s worth of cursing more determined to destroy them.

That’s not just a boss, that’s a work of art with rocket launchers.

Multiplayer will always be our thing. And we’ll get back to it after finishing Hard Reset. So should you after checking out the free demo right now.

 

Engineers: The Best Class Ever

October 17th, 2011

Star Trek taught us that Engineers can save everything, always, even if the vital Keepusalivemotron has been smashed with a sledgehammer(motron). While this has the handy effect of resolving 45 minutes of tense drama by just shouting at someone with a space-PhD until they break the laws of physics, it isn’t very useful in gaming. I mean, Starfleet give warnings before shooting people. They clearly know nothing about modern gaming.

Which is why we’re looking at Engies who really know how to solve problems.

1. Brink

Brink servers don’t so much have “Engineers” as “Interns who spent a few weekends putting up flowerboxes with a wrench.” In most games the point of the Engineer is to build a gun to shoot for them instead of getting their own firearms dirty, but a Brink server’s sentry gun is less a fearsome turret of automated death as a noisy motion detector. Because when it explodes, you know the enemy arrived at that point about a second before that.

A Brink turret in its rare “firing, not destroyed” state

The landmines are equally ineffective, merely damaging your enemy. And since the release of Halo just “damaging” an enemy is a slap on the wrist, making them hide behind cover to think about what they’ve done (and regenerate their health.) The upside is that even the programmers realise that the engineer’s tools are rubbish, and we removed the capital E there quite purposefully, so his main weapons are just as powerful as everyone else’s. Meaning you can team up with your own sentry gun to take out enemies in gaming’s first cyborg buddy-comedy.


With a kickass sidekick if you count your own gun as another character, and in Brink we do.

So it’s not that you don’t get good engineering weapons. It’s that you get great guns, and then another gun which can fire itself, and then fire both at your enemies.

2. Battlefield 3

Battlefield 3 has four classes, and one of the is Engineer because when you’re making a class-combat game you either include Engineer or didn’t understand the word “class.”

On Battlefield 3 servers Engineers aren’t mere functionaries, they’re the Gods of Machinery - bringing health or death down on the steel beasts rampaging around the conflict. BF3 shows off Engineers for the heroes they truly are, players who understand that it’s a team game and are prepared to sacrifice individual score for real victory. Dashing between wounded tanks with a welding torch enables others to fire main tank cannons at people, and the way they can rain ruination down on enemy vehicles with rocket launchers and mines is only a side effect. This is a guy who sees incoming enemy armor and thinks “I’ll do something about that.”

Even with modern scoring systems Engineers earn less points than expert sniping Recon players. Also unlike Recons, they actually help win the game.

3. Team Fortress 2

The king.

The Engineer is the king of defense on Team Fortress 2 servers. Also offense - if the attacking team moves past the halfway point, aka “is halfway competent.” The sentry guns shred opposition, dispensers bolster whichever way your preferred primary color of the moment is moving, but teleporters are absolute gamechangers.

It’s very simple: if you’re defending and don’t have an Engineer, you’re going to lose. If you’re attacking past the first point and don’t have Engineer, you’re all idiots, because anyone - anyone - would be better served switching and building that Level 3 teleporter.

So grab your wrench, start planning instead of sniping, and make a real difference to your team’s chances of winning. And your enemies’ chances of moving without being minigunned to death.

 

What We Want From Dead Rising 3

October 10th, 2011

Capcom have returned to their old ways with Dead Rising 2: Off The Record, which might as well be Dead Rising 2: Turbo. The same game with a few extra art resources, a bit of extra writing, and we can control a ‘new’ character we’ve already seen.

And we’re still going to buy it on Day One and play constantly until we’ve beaten it at least twice because Dead Rising kicks ass.


It also chops them in twain four at at ime.

Capcom are infamous for iterating things to make extra cash, like a videogame mint, but differ from EA’s sports photocopier in how they do make improvements beyond “updating the player names” with each title. But these are always baby steps instead of the bold strides we’d expect from a true sequel. Which is why we want Dead Rising 3, and why we’re going to tell you what we want from it. Because at least 5% of our brain has been constantly adventuring with Frank West and Chuck Greene since 2006, and they’re still the only reason we can tolerate being in a mall for longer than thirty minutes.

By mentally doing this once a minute

A City

Dead Rising is more focused on location than an ICBM, and kicks far more ass when it gets there. The choice of mall made Dead Rising as a series: you got to run around the shopping center with more ridiculous weaponry than a MacGuyver/Jackie Chan buddy movie (Hollywood: get started.) And unlike those Dawn of the Dead assholes, you don’t sit around whining. You load up on orange juice and adrenaline before exterminating the horde with a giant lipstick.

The brilliant bit is, technology no longer limits Dead Rising to carefully controlled interiors. Fortune City’s plaza showed that the game could handle streets just fine. The time has come for Zombie City. GTA IV had simultaneously the most detailed and least used city in gaming history. It was massive, complete, and all it ever achieved was letting your character aim terribly and be annoyed by the phone in beautiful new locations.

This looks like a wonderful place to have my hole annoyed right off by fictional people

Imagine Dead Rising with heavy gear in an industrial district, experimental labs in a university campus, office blocks full of literal white-collar zombies, and of course a shopping district which might as well be called “Retro zone, god this game is great.”

Completing certain missions could restore the phone or subway systems, deposit boxes and the postal service. This would extend the distinctive “Start powerless, earn kickass” Dead Rising vibe to the entire environment, brazenly using videogame logic the way the series always has. (Urinals don’t usually record a complete copy of you, unless you’re peeing in an advanced cloning laboratory.)

And the city feeds in to our next suggestion:

New Skills

Dead Rising introduced the funnest, most awesome game mechanics since Pong invented that concept. The original’s photography was ridiculously enjoyable, and to this day is the only thing which would make us put down the baseball bat when a lunatic with an axe is charging at us. The sequel’s “Duct Tape Does Everything” was even more fun, with the sheer sense of achievement when you discovered a new combination. Every unlikely item triggered Bond villain levels of maniacal laughter at your own genius, especially when you got the combo card and could trigger the Strong attack. Which usually murdered physics as well as the target zombies. The Tesla Ball is still the greatest videogame device outside of the Portal gun.

Cole McGrath is a pansy. And it’s raining in Greece because  Zeus just pissed himself.

So what new skills could we add?

Useful Civilians
Dead Rising wasn’t jut the simple joy of murdering the already dead, it was an Escherian Inversion of evenything we knew about fun. Escort missions are as enjoyable as medieval dentistry, but Dead Rising was a massive multiple time-limited save-limited escort mission and it was one of the greatest things ever made.

My favorite part are how she prevents me from running, jumping, or using items, and could still die at any moment!

Even Capcom realised this, and one upside of their iterative approach is how it let them fix it. In Case West everyone you rescue instantly and courteously teleports out of the facility instead of following you like a suicidal duckling. Except for Frank West, who is instead programmed to fight and have infinite health. That’s the greatest breakthrough from stupid waste to brilliance since Alexander Graham bell asked “How about we connect these useless phones together?”

In Dead Rising City you could rescue medical staff, carpenters, police, subway conductors, all kinds of things and dispatch them to do something useful. Civilians could have classes like medical, combat, building. Soldiers could be used to provide backup, or establish barricades to reduce the zombie flow in certain sections of the city. Medical staff could give you health kits, set up in combat zones as a dispenser, or be sent back to a home base to improve the condition of all your people. Building up a home base for research while establishing forward posts for combat could turn Dead Rising into the first person ass-kicking with minor Real Time Strategy elements Brutal Legend was meant to be.

We’re just assuming there’ll be an army base to unlock.

Again, Case West points the way: some civilians demanded items before moving away from the relentless hordes of the undead, which seems a little fussy, but even fetch quests are a million times better than escort missions. In a city strategy environment, people could require certain weapons or materials to build forward bases or upgrade your weapons - and discovering which items work with who would be a whole new mechanic. Rescuing key staff could restore networks like the subway (teleport between zones), the postal service (request items from bases established in other districts) and more.

Necromancer

If you can control the living, what does that leave? Oh yes. Pretty much the only thing you don’t use against zombies in the previous games is other zombies, except when you picked them up and windmilled them through crowds while cackling in sheer joy (the last part is non-optional and automatic.)

How about playing as a rogue Phenotrans employee? Frank West was the investigative hero, while Chuck Greene played the desperate victim - we can round out a trilogy by playing an employee of evil, framed and left to take the fall by a sinister corporation. She or he would know all about the zombies, and could develop items to control certain zombies (or at least redirect some of them.) It would be the ultimate payback, commanding hordes to do your bidding.

Dead Rising is the most fun you can have killing enemies outside of a multiplayer server. Games like Counter-Strike offer sheer competition but no imagination: you can’t mess around with weapons on a multiplayer server. If you’re playing Counter-Strike you either have an AWP, a deagle, or a hole in your head where the thought “It’d be fun to try something else” used to be. Left 4 Dead levels have fun asides and little areas, but running off on your own to have a look will leave you alone, and dead, very quickly. Single player is simply better at certain things, and Dead Rising does them.

What would you want to see?

 

Space Marine Elevates Multiplayer

October 3rd, 2011

Space Marine has been accused of copying Gears of War, which is like accusing a shark of copying a children’s swim team. Gears’ core tactic is “cowering”: hiding behind reassuring bits of scenery while you wait for the bad men to go away. Space Marine is so much about attack that you can you swing hammers at people firing laser cannons at you, and exists in a universe so badass that’s actually a valid plan. And it isn’t just for Warhammer fan. What could have been unmitigated fanservice is actually a different style of shooter, and in a market overrun by Modern Warfare clones that makes it better than good. It makes it priceless.


Jetpacking into enemy snipers with a chainsaw that has spiked knuckles may also contribute.

Nine foot slabs of meat wrapped in tanks is the last place you’d expect agility, but the greatest breakthrough the truly 3D nature of the game. Space Marine succeeds at the dream of Brink servers, truly vertical combat where you can trade strength for agility. The Assault/Tactical/Devastator classes replacelight/medium/heavy body type, and replace “vulnerably scrambling over obstacles”with “a jetpack which lets you ram people from the sky.” This is what we call progress.

More importantly, the levels are designed to truly take advantage of vertical motion. Instead of almost useless shortcuts (which anyone can take, making them a standard path instead of a class advantage), huge staircases, multiple levels and raised plateus mean each class sees a very different map. After years of 2D, the most extreme example being the Pac-man style Shipment on Modern Warfare servers, people very quickly learn to look up.


Or die.

The combat is incredibly solid, enjoying a real feeling of smashing strength and huge moves without becoming a button masher. Experienced shooter players will need to learn the new technique of “swivel-aim”: not aiming a gun like a sniper, but aiming the screen in the direction of the enemy very quickly. Console players are experts in this art, but they suffer under its application to guns instead of real mouse aim. But it makes sense in melee combat: fast, brutal fights where fast reactions trump precise aim.

You can’t take cover, because Space Marines aren’t pansies, but that doesn’t mean charging face-first into neemy fire. The levels are well equipped with obstacles and multiple paths, and the difference between capturing a point and a lascannoned hole where your head used to be is as simple as breaking their line of sight.

There was another guy capping the point just to the left. Note the use of past tense.

These same maps mean that the most lethal phrase in the game isn’t “AWP” or “Asshole with the Martyr perk”, but “flanking.”

Multiplayer doesn’t have the same “execute enemies for health” mechanic as the glorious singleplayer, because they don’t really want to turn the best players into immortal Space Marine super-soldiers dominating all who dare come before them. The game uses a similar shield-and-health mechanic to Halo servers, but far elevated by real melee combat. It turns out actually having to fight to kill someone is far tougher than the “I touched him once and now he’s dead” seen in every other shooter (and several unsuccessful legal defenses.)

The most important (and unlikely) aspect of the multiplayer is the noob-friendliness. While the original model-based Warhammer 40k game is infamously inaccessible (you’d have an easier time getting into a game of “steal the gold!” at Fort Knox), Space Marine makes sure new players don’t feel totally stomped upon with two cunning features.

One is how the first multiplayer mode on the list is Seize Ground, not Annihilation. That’s brilliant. Capturing control points means your individual K/D ratio doesn’t matter, with capture points marked on your HUD you always know what you have to do, and even rushing forward to collect enemy plasma shots with your corpse is a useful contribution. Unlike arriving on Modern Warfare servers, where simply clicking into the first game after installing it defaults to “Free-for-all pro players will murder you twice before you blink” mode, or a new arrival on a Counter-Strike server, who drops dead both instantly and repeatedly.

The second is the “Copy Loadout” ability. After death you can burrow your killer’s equipment and perks. You won’t be any good with them, obviously, but it massively reduces the victimized feeling of being vaporized by people with Level 40 gear you’ll never see (because you’re being vaporized by it). If you get disintigrated by a perked-up melta gun expert, you get to run around melting as well. And when you utterly fail at that you’ll understand how to avoid the same fate next time. (In this case, because the melta has a range measured in millimeters.)

It’s the cream of Warhammer 40,000 in videogame form. They’ve taken the gloriously grim far future setting, the superhuman warriors locked in eternally doomed struggle, and most importantly, you can paint your models! Which turns out to be a lot more fun when you don’t have to spend hours and hundreds of dollars! As well as new wargear and perks, completing challenges unlocks new pieces of armor for your player. Most importantly you can paint it with your own color scheme. And while cowards and traitors might paint themselves all black (with dark grey highlights) in an attempt to hide, real men want the enemy to see death coming.


Victory in pink

 

Gaming’s World War 3: Modern Warfare versus Battlefield

September 19th, 2011

The most important thing about the struggle between Modern Warfare 3 and Battlefield 3 is that it’s the Emperor’s New War: you only see it if you’re an idiot taken in by the hype. While thousands of rabid fan boys hammer their exclamation mark keys into spittle-flecked oblivion, the rest of look forward to playing new installments of two of the biggest shooters ever made. Preferring one to the other is like preferring chocolate over strawberry ice-cream - understandable, but having both is even better, and swearing about the issue is insane.

Which hasn’t stopped some people going completely insane.

Who knew this game could inspire aggression?

Who knew this game could inspire aggression?

The funniest part of the fight was the Modernwarfare3.com controversy. An astonishing failure on the part of Activision, who really act like they’re new to this “online technology” thing sometimes, the makers of Modern Warfare 3 didn’t own the website. A Battlefield fan did. And while months of MW-bashing didn’t bother Activision (they make a very popular game and are therefore usually hated by a lot of people online, most of them their own players), when the site started forwarding visitors to Battlefield3.com they took action. $2,600 worth of it, the legal kind, and pretty soon they’d bought the website for far, far more than if they’d paid for it in the first place.

The second sign of Modern Warfare love is more love than litigation: a terrifyingly detailed analysis of the loadout from then bog standard “Soldier walking out of the box right at you, too tired to even raise his gun.” Every line of this image applies more thought than the people who designed the original.

The rest of the people taking potshots at Activision do it all day, every day, and in public, but since they’re Battlefield 3 employees that’s sort of their job. The most pointed attack is the announcement of a free social portal for anyone on a BF3 server. Yes, exactly like the subscription-based “Call of Duty Elite” service which Activision want people to pay for. After paying for the game. And for access to Xbox live (for console players), which provides all the same services. You know, services they were getting for free before an executive had this idea.

The most brilliant thing? Battlefield 3 knows it’s going to lose the money battle. That’s not even the aim. They frankly admit that they’re only aiming to reduce Call of Duty’s market share. Which is a fair enough target, because CoD’s market share currently looks an awful lot like “the entire market” with a small slice marked “other.” For all its glorious graphical upgrades, the new Frostbite engine’s only function is to widen that crack. Even though “the frostbite engine” sounds like something Dr Freeze would use to murder an entire city.

The end result? Well, if you’re not being paid by Activision or EA (in either money or a blind, slavering fanboy-substitute for a reason for living), both sides are making things better for you. More games is always an improvement: whether you prefer the brutal close quarters of Modern Warfare 3 servers or the sprawling wars of Battlefield 3 servers, you’ll see us on both. And enjoy them.

 

Battlefield 3: The Embodiment of PC Shooting

September 12th, 2011

Battlefield 3 comes out on October 25th, and you’re either looking forward to it or the sort of psychopath who thinks a game can be terrible just because another game exists. But we’re not talking about gaming’s World War of 3 (Battlefield versus Modern Warfare): we’re here to talk about how Battlefield 3 will be the embodiment of PC shooting and the biggest multiplayer shooter ever to exist.

We mean that quite literally. BF3 servers will support 64 players on the PC compared to a puny 24 on consoles, and that’s not just a bigger game. It’s a different game. Many war shooters have tried to convey the titanic scope of battlefield combat but all it’s done is let us stomp on ants. As our character runs through a huge set piece, we know that those little dots in the distance are automated background - they’re not lethal threats, they’re window dressing. But on a 64-player server we’ll combine the giant scene with real competition, squads scrambling across a vast battle where every single peon in the distance is real, armed, and might just notice you. Which makes them that much more enjoyable to shoot. Every war shooter ever made has put you behind an emplaced machine gun and told you to mow down the enemy, but because that’s exactly what those (suddenly very stupid and charging directly forward) enemies were for it wasn’t very satisfying.

Well, apart from that bit in World at War where you depressed an anti-air cannon at point-blank range.

That kicked ass.

There hasn’t been so much excitement over a 64 in videogaming since Mario, 15 years ago, and it’s not just the old computer-competition of bigger numbers. A number hasn’t revealed more about true meanings since 42. 64 players means DICE is embracing the PC as the core platform. We know this because they’ve also gone on record to say “people talked about ‘the decline of PC gaming.’ Or ‘the death of PC gaming.’ These kind of words were thrown around and, honestly, that’s bullshit.

Words are cheap, but programming is expensive (that’s why Battlefield 2: Bad Company almost ignored the PC platform) and that programming is saying one thing: PCs are better. Better at multiplayer, because we’ll have forty more players, better at graphics, because we can buy the best gear as it happens, and better at playing because we use mice instead of underevolved thumbstick clumsiness of the regenerating-shield console monkeys.

For the last few years PC gaming has suffered under consolification. The Club’s mouse response was so screwed they had to include a “Quick 180 Turn” button, and that’s like including an emergency SCUBA kit with a submarine. Bulletstorm outright destroyed aiming with mouse smoothing, and that’s a game about aiming with a mouse. Duke Nukem Forever servers are hilarious fun, but they’re limited to eight players. Eight. Counter-Strike servers support more than that, and they were coded in 1999, and they were a modification for a game written in 1998. Texas Hold ‘Em supports more players than that and it’s printed on dead tree.

The second aspect of this embodiment of Personal Computing is the graphics. Though calling Battlefield 3’s visions “graphics” would be like calling choirs of angels trumpeting the Second Coming “sound effects.” They are stupidly, ridiculously good, and far better on PC than console if you have the hardware to support them. And that qualification is a good thing, not a complaint. PC players have always been able to buy their way to higher quality. DICE have gone on record explaining that of course the PC’s graphics are better than consoles because anything else would be stupid. The rendering architect of the game flat-out asked:

It turns out that PCs and consoles are different machines. Who knew? No-one in the last few years of cross-platform shooters, that’s who. Of course there are some downsides to such PC specificity. System requirements and ridiculous flaws are a trademark of PC gaming. The first, and probably most painful, is the how DICE looked at the “include older equipment or look good” choice and shoved it so far into looking good it’s now technically part of the Sistine Chapel. The game requires Windows 7, and that’s even more expensive than upgrading a graphics in terms of time - you have to re-install everything.

There’s also the traditional “how on Earth could they screw that up?” flaw, with the news that the PC won’t have a server browser. Even though consoles (for the first time) will!

It doesn’t matter how fast it starts, it would need to be tachyonic and travel back in time to before we had to close it to be as good as every other game on the system. Though, if we’re lucky, this painfully pointless problem will at least dissuade ragequitters. We’ll have to wait and see.

You know, when we’re playing on BF3 servers more than twice as big as any other multiplayer game in action.