Update: It's over! Video embedded below. Hammy acting! Primitive greenscreen! Hopefully some laughs! But can we save the future with the power of lazy journalism and also write a restaurant review in time for dinner? There's only one way to find out! Join Richard for a trip through this obscure techno-thriller, whose fiendishly subtle villain you will never, ever see coming...
Monday, 9 June 2014
Mod of the Week: Holidays, for Skyrim
I'd just installed a Skyrim mod and was standing in Whiterun, noticing that nothing seemed to be happening. Broken mod, I assumed, or more likely I installed it incorrectly. Then I noticed a few NPCs drifting into the outdoor market area. Then a few more. A couple started playing instruments, some began to dance, others stood around chatting. I noticed some decorations were up, and a couple tables of sweets had appeared. As night fell, it became a full-on party with throngs of townsfolk, followed by fireworks. It was one of several celebrations added by the Wet and Cold: Holidays Mod, one of the most enjoyable mods I've ever tried.
NPCs: they're abused, mistreated, killed, stolen from, and worst of all, completely ignored. They trudge endlessly along their preset paths, unable to deviate from their daily routines unless there's a dragon attack or some heroic adventurer runs up to them and starts a conversation (and then leaves in the middle of it). In a world full of magic, drama, religion, and folklore, nearly none of which they get to participate in, the NPCs finally have a little something for themselves: holidays.
The Wet and Cold: Holidays mod (note: the holidays themselves are not necessarily wet and cold, that's just the name of a precursor mod that adds effects for the player character getting wet and/or cold), adds a whole bunch of holidays that NPCs can and will celebrate, in a variety of ways and for a variety of reasons. This isn't just a mod that commands them to go to a specific spot in town and dance for a while. There's actually some lore attached.
For instance, the New Life Festival, taking place on the 1st of Morning Star. It's a day of new beginning, and what better way to begin a new year that bunking off work? Shops are closed all day. On the other hand, during the Merchant's Festival, shops are not only open but everything is half-price, and the stores are crowded with townsfolk looking for a bargain. I took the opportunity to buy myself that chef's hat at Radiant Raiment I've had my eye on. Note: the Mage's Guild does not participate in this one. Of course.
On Harvest's End, workers from local farms come into the city to eat and drink, and you'll find the inns and taverns crowded with revelers all day. In the evening, the crowds will spill into the streets to party, and local children will play a game where they chase a goat. (Well, honestly, I didn't see the kids in Solitude chasing the goat, so I did it myself.) On Tales and Tallows, you'll spy some carved pumpkins outside shops and homes, and people will retire early, leaving the streets vacant and spooky at nightfall. Legend has it, the dead walk the streets that night. Is it true?
There's the Warrior's Festival, where local brawlers and swordsmen will visit blacksmiths, and young lads may purchase their first daggers and go positively apeshit with them (I witnessed this). Both Sun's Rest and The Old Life Festival culminate with a fireworks display, provided by the College of Winterhold, beginning after 10pm in all major cities. There's also a Witches Festival, on the 13th of Frostfall, where warlocks and conjurers meet -- well outside of cities, for obvious reasons -- to summon up all manner of magical beasties and presumably, you know, try to hook up with each other. Well, come on. Witches have the same needs as everyone else.
There are more somber and religious holidays as well, where you'll find townsfolk in the temples, hoping for prayers and magical cures for their ailments or resurrections for their dead. The Festival of Lights takes place in Dawnguard on the 16th of Morning Star to guide the souls lost at sea back to land. (The candles I saw placed all along the shore weren't exactly the blinding beacon I was expecting, but it may have been the hostile, snowy weather that night.)
Don't worry too much about checking the calendar, either. Decorations for holidays will typically appear a few days before the actual event, and a courier will track you down from time to time with flyers advertising the upcoming holiday. And, frankly, it's just fun to visit a city and be nicely surprised every now and then. "Oh, is today Jester's Day already? No wonder everyone's dressed like idiots. It totally slipped my mind!" My advice: install this mod, forget about it, and just run into the occasional celebrating flashmob. There's a full list of holidays, their backgrounds, and where they're celebrated here.
Don't care about NPCs? Still need to feel like the entire world revolves around you, Dragonborn? Never fear, there are several holidays to reinforce the fact that you're a total playa and dragon slaya. There's the Day of the Dragonborn, commemorating your defeat of Alduin (provided you did) and a day marking the ending of Skyrim's Civil War, where you either liberated or reunified the land (if you have). If you're embarrassed by that sort of attention, don't worry. There's absolutely no celebration planned for your birthday. (But you'll still receive a little gift and birthday card.)
Mirror's Edge sequel teased ahead of EA's E3 conference
Last year EA dropped news of a Mirror's Edge sequel then went radio silent for 12 whole months. Teasing tomorrow's E3 conference with a first look at the long-awaited follow-up to 2008's divisive-but-shut-up-it's-actually-good free-running FPS, however, EA has revealed a first image on Twitter of what we can expect to see of Faith's new game. Like, you know, improbably shiny buildings and familiar white sports pants/trousers.
Mirror's Edge (the working title revealed in 2013, which also happens to be the name of the original game, confusingly) is an open-world prequel to the 2008 experimental hit from DICE, which then went on to make an unbroken run of Battlefield sequels until the pleasant surprise of a follow-up from a separate team emerged last June. It's been billed as the origin story of protagonist Faith, who, I think it's fair to say, wasn't a particularly compelling hero the first time around due to the clunky delivery of that game's story. This teaser doesn't promise much beyond a varying scale of a cityscape in the setting, but its confirmed presence at tomorrow's show should be exciting enough to fans who have waited six years for a sequel that expands on that game's influential ideas.
Wildstar review
In the nine years since World of Warcraft's release, plenty of other MMORPGs have tried to capture Blizzard's magic. The problem, for many, was a fundamental misunderstanding of what that magic was. Rather than start with an earnest wish to give people expansive, varied worlds, deep systems and engaging lore, they were instead conceived with the realisation that having millions of regular subscribers would look good on an annual earnings report.
I don't know the circumstances that led to Wildstar's creation, but, having played it for more than 50 hours, what impresses me is that it feels less cynical in its approach and less insecure about its inspirations. The World of Warcraft DNA is unmistakably present—you can see it in the questing, the structure, and, more than anything, the chunky, expressive cartoon style. But from that, Carbine have built, tweaked and created something distinct. Wildstar's biggest lesson is that you don't have to fundamentally revolutionise the genre to make a great MMO. You can instead use what's come before and, through a systematic and rigorous examination of every system, make it better.
At the beginning of the game you pick from one of two factions. The Exiles are a rag-tag bunch of space refugees, who have arrived on Wildstar's planet of Nexus in order to make a new home. The Dominion—the guys who exiled The Exiles—are an intergalactic empire that have travelled to Nexus to unearth the technology of an ancient, powerful and mysteriously vanished race. Neither side is particularly fond of the other.
Your character is hand-picked—actually, let's not kid ourselves, every character is hand-picked to represent their chosen faction in the impending Exile vs. Dominion ruckus. While the opening story suggests a coherent narrative, once you're free of the tutorial, the plot takes a backseat to a series of episodes centred around the many outposts you'll find in each zone. Your character acts as an all purpose solution to your faction's many problems—like Harvey Keitel in Pulp Fiction, if he had bunny ears or was a robot.
Each quest is categorised by its impact on the story at large, with World, Zone and Region types in descending order of importance. At times, it can feel like you're being bogged down in the inconsequential, as another camp requests you clear another area of its troublesome inhabitants. But there's variety and humour sprinkled throughout, and it's easier to forgive Wildstar its blander episodes when you're embroiled in, say, the administrative bickerings of a corporate race of green clones.
Questing, similarly, has its stand out moments amid a basic set of objectives. You're going to be killing a lot of things, and, when you're not, you're probably going to be activating or collecting a set number of objects by running up to them and pressing F. But then there are the moments when the game's penchant for silliness kicks in, and you're chasing a naked rabbit around a town, attaching a rocket pack to a cute, cuboid pig-thing, or hunting down erotic fiction in a spider-filled woodland.
Such highlights would be useless if the general questing was an enthusiasm-sapping churn of endurance. It's not; in fact its here that Wildstar starts to stand out for more than just its tone. While many of the quests ask you to kill a particular category of enemy or monster, they don't ask for a set amount. Instead, a percentage bar increases as you carry out your task. Kill smaller enemies, and it builds slowly. Attempt the larger, tougher variants, and you'll get a more significant boost towards your goal. For the biggest reward, there are Prime monsters, denoted by their menacing red sheen. These are much tougher, come with a base resistance to stuns and interrupts, and should generally be tackled by more than one person. As other players in the same area are likely doing the same tasks, I found that, after a brief dance of hesitation, most could be coaxed into action.
Whatever you take on, kill streaks are rewarded by an announcer, who enthusiastically informs you of a double, triple, super-kill or more. It's all part of Wildstar's brilliant sense of feedback, which harnesses a refusal to take itself too seriously as a way to reward your achievements. Even the "level Up" text is loud and bombastic, and accompanied by a similarly exaggerated voice-over.
If quests can lack diversity, the same can't be said for the number of distractions that you'll find as you journey through a zone. Every player selects a Path, and these provide a secondary set of objectives throughout each area. Scientists scan the plants and wildlife of the world, Settlers build stations that give a temporary buff to players, Soldiers are offered a variety of special combat scenarios, and Explorers chart each zone, uncovering secrets and jumping on things. I picked the latter, and was given plenty of opportunities to suspend my to-do list in favour of climbing mountains or scavenging for secrets.
Kill something and you might activate a challenge—a timed objective to dispatch as many of that specific enemy as possible. Find a public notice board, and you'll be offered a group quest to take down an especially tough beast. Or, you might stumble upon a public event, in which players from around the area are called to work towards some large-scale attack. There are plenty of reasons to veer away from your given path.
In addition to that, special activities are unlocked at various stages across the levelling process. Shiphand Missions take you on a trope-filled sci-fi adventure that scales based on the number of players in your party. Adventures are five-player branching stories that re-purpose existing zones for specific, varied quest chains. And then there are dungeons, which provide some of the most difficult and tactical pre-endgame encounters.
These instanced quests help alleviate the issue of open-world grouping. There's no level scaling in Wildstar's open zones, which means it can be incredibly difficult to meaningfully travel with friends. Even during launch—with guild-mates of a similar level—finding moments when our quest-logs aligned was rare.
All of which means that now, as I approach level 25, I've got a variety of potential options available every time I log in. And, because each activity requires a different amount of time and effort, I've almost always achieved something when I log out. That could mean completing any of the above activities, winning a PvP match or progressing along the crafting tech tree. Alternatively, I might find a new table for my house—a terrifyingly compelling Animal Crossing-like patch of land, upgradable with mini-games, resource nodes and resting XP buffs.
If the basic structure of questing helps keep moment-to-moment play interesting, the biggest factor in keeping me actively engaged is the combat. It's hotbar driven, but is nonetheless lively and fluid. In that respect it feels closest to Guild Wars 2, with the same importance lent to evasion of attacks and positioning. The difference is there's no tab-targeting, meaning every skill needs to be manually aimed. Hold down a number key, and the range of your attack will be shown in blue. Let go, and you'll activate that ability, damaging everything in the highlighted area.
Enemies follow the same rules for anything above their most basic attack. Not only are you required to land your own abilities, but also dodge the red zones that telegraph theirs. In general play, this means even basic monsters can offer an entertaining fight, but it's while grouping that the system really comes alive. In PvP Battlegrounds—Wildstar's 10v10 objective-based matches—the floor becomes a constantly shifting patchwork of blue, red and the regenerating green of your healers.
Because of the system, boss encounters can contain some thrilling moments. During one dungeon fight, my party was assaulted by multiple lanes of spinning blades, requiring us to quickly weave side-to-side. Earlier, we had to co-ordinate to take out a single bomb-bot in a field of many. Failure—as we learned on a previous attempt—meant being caught in an unavoidable and deadly explosion. Wildstar has no qualms about being difficult when it's appropriate, but—once you learn to parse the initially overwhelming display of multiple targets—you develop an intuitive feel for the action.
There's also great scope for tailoring and perfecting your loadout. As you level, you unlock up to eight ability slots, filled from a much larger pool of class-specific options. Through the abilities selected, and AMPs—passive stat boosts earned as you level—equipped, each class can effectively function as two of the three 'trinity' roles of tank, healer and DPS. Even within these roles, there's plenty room to manoeuvre. Having created a melee-based DPS character, I decided to expand my options with a ranged blade attack. It paid off beautifully when, in a PvP match, I was able to catch the finishing blow on a fleeing opponent who thought they'd escaped my otherwise limited range.
Carbine have created a brilliant foundation for a successful MMO, but there's still a lot riding on the days and months to come. Wildstar has a subscription, and also a system called CREDD. This, like EVE Online's PLEX, is game time bought with real-world money that can be traded to other players for in-game gold. As of writing, the system isn't active, which makes it impossible to predict if it will prove a reasonable alternative to a monthly fee. Either way, given the number of alternative funding models adopted by the genre, the cost of maintaining an MMO no longer validates its compulsory charge.
If Wildstar is to be worthwhile in the long-term, its developers will need to keep it regularly updated with meaningful content. For now, it's a successful love-letter to MMO fans, with more than enough to justify its initial cost.
Mortal Kombat X
Last week we found out that new fighters will be revealed for Mortal Kombat X at #E3 http://go.ign.com/1lc2rL6
Game of Thrones: The Watchers on the Wall
Game of Thrones: "The Watchers on the Wall" Review. What did we think of tonight's epic, action-packed episode?www.ign.com/articles/2014/06/09/game-of-thrones-the-watchers-on-the-wall-review
Destiny Xbox One resolution
Destiny's resolution is now higher on Xbox One because Bungie is able to use system resources previously set aside for Kinect.
Microsoft's decision to "unlock" Xbox One system resources formerly set aside for Kinect is already paying dividends - according to Head of Xbox Phil Spencer, Bungie will use the additional power to raise Destiny's resolution on Xbox One, while Insomniac Games plans to make the world of Sunset Overdrive more "vibrant and alive".
Speaking to Larry "Major Nelson" Hryb in a podcast, Spencer was careful to explain that all this is part of the usual hardware optimisation process. "This was a point where we actually looked at the GPU reserve that we had set aside when we launched," he said. "And you always set aside these reserves not exactly knowing how people are going to use the reserves, and we've got more work to do to bring the reserve down as we get more efficient with stuff we're doing in the platform."
He also reiterated that you won't have to unplug the Kinect in order to play games that take advantage of the bonus grunt - the system will scale the sensor's share of the processing allowance up and down automatically.
"This was a time when we wanted to give developers a choice on how much of the reserve, the Kinect reserve, they wanted to leave in the system," Spencer continued. "If they know how they're going to use Kinect, or if they're going to not use Kinect in their game, we wanted them to have the option at a game side to decide how much of that reserve will wait - will remain.
"Now I saw, as you did, that some of the press picked up that this had something to do with Kinect plugged into the machine... and it has nothing to do with Kinect being plugged in, in fact everyone should leave Kinect plugged in, because as soon as the game isn't running anymore, you quit the game, you go back to the dash, you are going to have all the great Kinect functionality that you ever had, and you can boot a Kinect game and the Kinect will continue to work - it'll have no impact on the game that decides off the back end that it's going to lower the reserve that's set in."
According to an earlier statement, removing Kinect from the equation allows for 10 per cent more GPU performance - no small gain.
"I think about games like Sunset Overdrive, that's going to take advantage of the June [software development kit]," Spencer went on. "And they're going to use the increased capability that lowering the reserve will have to actually make a more vibrant and alive gameplay space, so that's where they're going to invest.
"Even our friends at Bungie, and I've been spending a lot of time down there, they're going to pick up the June SDK update for Destiny, and they're going to up the resolution of Destiny based on this change. So I think it's just a great time for us."
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