I’ve been playing Fallout 4′s beta Survival difficulty mode. It’s good. The mode certainly meshes with my normal play style, but Survival also improves the feel of the game. How a game feels is paramount. Mechanics have to speak to the genre and the narrative. Survival pumps Fallout 4′s feel up to the right notch, adding a little something I missed without quite knowing it.
See, when I’m not experimenting with a ridiculous, chemmed-up melee fighter or a run-and-gun soldier, I default to careful play style. I use stealth and sniping to avoid “fair” confrontations. (You know, like you would.) When I set up for sniping, I lay mines on predictable approaches to my position. I avoid companions, sometimes even the lovable and helpful Dogmeat, because companions draw enemy attention, attack without tactical cooperation, and sometimes plain get in the way. (The Lone Wanderer perk is all me.) I explore nooks and crannies, and acquire the perks needed to unlock and hack everything. I’m cautious, methodical, and curious.
Survival asks you to be all three of those things. If it asked more of some and less of others, it’d go from being good to being great.Read More »
I received the same email that prompted Vanir to write his article on Cameron McNary’s play. Maybe I shouldn’t reveal this, but I read emails such as Cameron’s. I’m afraid I’ll miss something if I don’t. In the case of “Of Dice and Men” I was dead right.
Confidently, I arrived at the Unicorn Theatre at around 6:45 PM. The show was supposed to start at 7:30, so I figured I’d be able to get a seat even if I had to wait in line. Boy was I wrong. A queue had formed that already included more folks than the theater could hold. Cameron later told me, if I remember correctly, that they had to turn away around two hundred people. (My old nemesis Fire Code, we meet again.)
Those who know me know I can be bold. Besides, I really wanted to see this play about the Dungeons & Dragons game. I asked the PAX Enforcers—bless ’em—at the door to see if Cameron might let me steal a seat. Someone—Cameron or his wife, Maureen, the managing director—decided to have pity on me. I got in.
The play was unbelievable. I mean that in the incredibly good sense.
Cameron is humble to call this a play about D&D. “Of Dice and Men” tells the story of John Francis (the DM, played by Cameron). A narrative about John Francis possibly giving up gaming frames his relationships with the D&D game and the people it brought into his life. The play hinges on the fact that John Francis is leaving the area for a new job. Before he can tell his gaming group, Jason, a longtime friend and player, reveals he has enlisted and will be leaving . . . during wartime.
The show is a wonderful mixture of fun anecdotes, which any longtime roleplaying gamer might recognize, and stirring interactions between the players. We, the viewers, have the privilege of enjoying the D&D characters’ introductions and exploits in the game, as well as the real-life interactions of the John Francis and his friends. When the funny and the gamey ends, the raw dealings among the characters begins. This is a story in which relationships outside the game are not only realistic, but are also affecting and easy to relate to.
I’ve had experiences like those the play depicts, down to having friends enlist and leave my life in a scary way for a while. Heck, I even met my wife through a gaming buddy. “Of Dice and Men” is my story. Countless personal accounts I’ve heard and read over the years tell me that the play is your story, too. It’s also a tale that people who don’t share our passion for gaming can appreciate. The play depicts normal, complicated people who care deeply for one another and share interests. That’s easy to understand. That’s all of us.
“Of Dice and Men” made PAX for me. For laughter and tears, nothing else compared. Cameron McNary, the actors, and the crew should be proud. They deserved the packed house and the standing ovation they got.
You must see and become involved with this play if you ever have a chance. Several ways exist to do so. First, Critical Threat Theatre needs donations to help the play see wider production. If you’re involved in a theater, you mightemail Critical Threat Theatre (info at criticalthreattheatre dot com) about producing the play locally in your region. Also, do yourself a favor and follow @cameronmcnary on Twitter.
Let me preface this short review of my experience with an admission. I am not a fan of MMOs. I played World of Warcraft for a while, and I’ve played other fantasy MMOs. I consistently had more frustration and boredom than fun.
A while back, I figured out my problem. Although I’ve enjoyed games such as Baldur’s Gate and Dragon Age, when I play a video game, I prefer action and/or deep story. I want my movements with the controls to matter. If I’m not within the monster’s reach because I wisely moved away, I want it to miss me. The narrative should be interesting and my choices should matter. Few MMOs do these things effectively if at all.
Not so withTERA.To quote the promotional material, “TERA’s groundbreaking combat system . . . [offers] all of the depth of an MMO with the intensity . . . of an action game.”
Thanks to my smoking-hot media credentials (Critical-Hits FTW!), I got in on an inner-circle demo. In the demo, the developers taught us about the game. Then we went on a dungeon run against some evil cultists. The first highlight for me was being able to ditch the keyboard and mouse for an Xbox controller. (Others decided to stick with the traditional interface method. Luddites!)
Yeah, I know you can do that with other MMOs. I also know that it matters a lot less with them than it does with TERA.
Playing a lancer, a heavily armored shield-and-weapon guy, I was able to block and avoid blows. I could reposition easily and leap back to my feet after a knockdown. Watching my opponents for tells, I could avoid their attacks. Playing became intuitive quickly and felt a lot more like an action console game than some action console games do. The fact that some powers had cooldowns, which I have disliked in the past, never phased me. (Something has to keep you from using the good powers over and over again, and TERA does that in more than one way.) Running around and kicking ass was too much fun.
In short, I loved it. I plan to check out TERA when it finally releases. All my buddies who played it at PAX do too. We’ll see if the developers were right about the game’s rich storyline.
As an added bonus, I got to schmooze with Dave Noonan, of D&D fame, in his role as Lead Writer for En Masse Entertainment. I also got to chat with an old friend and colleague Aaron LeMay, once of Bungie (Halo 3) and now Creative Director for En Masse. It’s good to see old friends working on something new and exciting.
I worry a little, however, because TERA is going the normal route of a subscription-model MMO. Might a free-play/ala-carte-pay/premium subscription be better for a new player with a new intellectual property? I guess we’ll watch and learn.
Wizards of the Coast had a booth in the convention hall, along with plenty of tabletop action in the Hidden Level of the convention center, but much more interesting was the D&D Bus. Parked at 9th and Pike, the bus was host to demos, contests, and giveaways on the outside, along with the lovable beholder. On the inside it was an interview site and shelter for the D&D crew. They were watching Dragonslayer and the D&D Cartoonin there. Back to the 80s indeed.
Chris Youngs, my former supervisor at Wizards, wouldn’t let me play in any of the contests. He said something about me being a ringer, but I had stopped listening by then. No play for me, no listen for you. The contests were fun, though, including a D&D Spelling Bee and Name the Monster From Its Oldschool Picture. Yes, I can spell remorhaz and Mordenkainen, and I can identify the piercer and the lurker above. Heck, I can identify the original Fiend Folio’s svirfneblin and spell it, too. Does that make me a ringer? Okay, so no free loot for me, the ex-WotC guy. At least they excluded the James brothers, as well.
I also got to try out D&D Essentials characters in a custom adventure Mike Mearls ran for me and four other press folks. I was Ander the halfling thief (rogue), and my pal Robert played Korzon, human warpriest (cleric) of Thor (according to Mearls). We hammed it up, Ander searched for beer and sausages, he put the sausage back when he saw the monsters, and all had a good ol’ time killing Mearls’s Limb Thing. Ander (hail Loki!) got the killing blow (sneak attack!).
I have to say that I really like the simplicity and utility the Essentials characters have, acknowledging that some options are left off the character cards for the sake of brevity. At-will powers that modify basic attacks are good. Encounter powers that add to the effectiveness of an at-will power, especially after the at-will hits, are just awesome. This is what I wish 4e was like at the beginning, with more complexity added only later. Hindsight and all that.
Aeofel in Hell
I all but completed my two days at PAX with tickets and near-front seats to “Acquisitions Incorporated: D&D Live.” Chris Perkins, DM to the Stars, ran Binwin Bronzebottom (Scott Kurtz of PvP), Jim Darkmagic (Mike Krahulik of Penny Arcade), Omin Dran (Jerry Holkins of Penny Arcade), and Mister Stinky the Zombie (Wil Wheaton) through a harrowing adventure to save Aeofel (Wil Wheaton) from a hellish fate at the hands of Binwin’s archenemies, the Ambershard dwarves.
The house was packed. Chris seemed a little nervous, and who wouldn’t be in front of such a crowd, but it never showed in play. The players, in costume, took their places and really roleplayed, so much entertainment and hilarity ensued. Spectator votes determined such elements as whom a catapult attacked and what monster created the final obstacle. In the end, Acquisitions Incorporated rescued Aeofel and gained three new members, including Mister Stinky, who managed to survive despite being a minion, Rad, a California-accented human raised by dwarves, and Hellie, the hell beast Jim Darkmagic tamed by way of a failed Nature check.
The important part of these escapades is that, after heartfelt apologies from Binwin, Aeofel forgave his teammates. More important, Wil forgave Scott. The group, players and DM, put on one hell of a show.
Despite audience help, the company left scattered gems behind on the battlefield. Maybe Omin is becoming soft in his leadership position. Or has something more important than the fiscal success of Acquisitions Incorporated risen to the top of Omin’s list?
In the two days I had at the show, had surprisingly few moments to actually play games in the exhibitors’ hall. That said, I did manage some quality time with Dragon Age II, Fable III, and Fallout: New Vegas. I’m a sucker for RPGs in case you didn’t know, although I somehow missed out on playing Brink. I also dabbled in some Xbox Live Arcade games.
I have mixed feelings about the original Dragon Age. The story was phenomenal. Interactions with and among the NPCs were great. Gameplay, when left to flow and focused on one character, was too much like a traditional MMO to elicit much enthusiasm from me. Further, the mute manikin that is one’s main character seemed so yesteryear.
Dragon Age II impressed me, however. I learned the new storyline spans a longer roll of years and jumps to exciting times in the hero’s life via a framed narrative. The game also has new art direction and style. That the main character actually speaks, much like the character of Mass Effect games, is great. What excited me the most, however, was the dynamism the rogue I played displayed in combat. Some of this energy is just animation related to power usage, but the game is a lot more exciting for it. I’m left to wonder if mage is still the best class, since it was in the first game. (I also got a shiny, new inflatable sword staff, which I was happy to share.)
The Fable series has been a favorite of mine since I played Fable on the Xbox. Fable IIIseems like all the goodness of Fable II—ease of play, fun story (mostly), and NPC interactions—with some improvements. Having played Fable II, I was able to fight skillfully right out of the load screen. The world was different, though. Set fifty years after Fable II and the death of your Fable II character, Fable III is a steamy world of industrial and military revolution. What’s more, my character actually spoke to his dog, which is something no Fable player character has ever done. Although those at the booth assured me that the interaction with items and the world is much more interactive and streamlined, relying less on menus and more on an intuitive interface, I didn’t get to see this feature. I’d know what I was getting for my birthday . . .
. . . if Fallout: New Vegas didn’t release at nearly the same time as Fable III. The latest Fallout installment has the appeal of its latest predecessor. It has detailed interaction, cool world aesthetics, shooter fighting style, and the decidedly nontwitch, pause-and-aim targeting system. It’s also set in the same general region as Fallout, Fallout 2, and Fallout’s clear predecessor, the amazing Wasteland. I have to wonder how much homage New Vegas might pay to its ancestors. Further, in the brief time I played, I learned you can do something I often wondered about not being able to do while playing Fallout 3. You can disguise yourself as a member of a faction by stealing and wearing a faction member’s clothes. That’s great, and I wonder what other role factions might play in Fallout: New Vegas.
That’s enough about games that might take a hundred or more hours to complete. I also saw two lighter games that have me intrigued. Last year’s PAX introduced details of Ron Gilbert’s (of Monkey Island fame) Deathspank, a Diablo-like game with a much better sense of humor and better cartoon mayhem than Diablo. Despite the fact that the original Deathspank released in July, we can join the Defender of the Downtrodden in a new adventure across another cylindrical world in Deathspank: Thongs of Virtue. This time Deathspank has guns. Less action oriented but, perhaps, equally silly is Plants vs. Zombies. Although it has been out for a while, I just learned about it and its expanded Xbox Live version at the show. Plant a garden to fend off the warriors of the zombie apocalypse. This little game gives a new meaning to whirled peas.
Like all good things, PAX ended. Due to required nuptial witnessing, it ended on Saturday for me. Oh, I’m not bitter. In fact, I feel privileged that PAX is local. With all this good stuff happening before, during, and after the show, it’s sure to become one of my yearly rituals.