26 April 2013

The delicate magic of Halo

-Sir! I think we lost Master Chief!
-"no you didn't..."
From the day my friend told me the story about Halo: Combat Evolved until its recent incarnation at number "4" I loved this game. How original, huh? I'm definitely not the only one. Today however, after a long time I decided to take a look at what components actually made Halo series a cultural phenomena rather than just good game. Perhaps, to make my journey and your reading a bit shorter and easier I'll state them in short order:
  1. Rhythm of game play
  2. Well defined characters 
  3. Balanced  weapon line-up
  4. Varied opposition 
  5. Enveloping story

1. Rhythm of game play.
Probably the most difficult to achieve in any FPS is balance of adrenaline rush, interesting story and what RPG players call "rail-roading". Second to that comes the question of how to avoid player being distracted by surrounding world of game from fighting. How Bungie and now 343 Industries approached it?

They created a perfect illusion of huge world around player but actually kept the player most of the time in confined space. In its core Halo is a corridor shooter, where we are confined by surroundings and forced to shoot our way through waves of enemies. This makes our heart beat rate goes up, adrenaline rush in, and we desperately dashing for cover. All of this is enough to make us forget to enjoy the big world around us. Not to mention that while we fight through locations, Bungie delivers a graceful views of planets, stars, huge spaceships and sunny horizon in a very delicate matter: enough to give us an impression of freedom, but not enough distract player from combat.

This line is really thin, give too much combat, and player starts to complain about "repetitive process", give too much of free world and player starts yawning because "nothing is happening" or "these huge open spaces are boring". Even when we are fighting in the open air maps, with a lot of opposition Halo manages to pass between those extremes (most of the times) by either rushing us towards objectives on limited time, so we must avoid excessive fighting, or by cutting opposition into manageable portions. A a result keeping us busy and poised for next portion of baddies.


2. Well defined characters
Here we have the classic archetypes: quiet and confident Warrior, smart, caring and emotional Girl, all-knowing Mother Halsey, animals aliens under religious leadership (big boo from out secular society), monstrous Hive mind, disgusting parasites (even bigger boo from cleaning-concerned housewives), and ever-loyal and heroic Soldiers of Democracy with cigar smoking Sergeant. Add a cyber-enhanced Forerunners with glowing light, which as we all know is a sign of superior technology.


We have seen all that in different variations from Hollywood trash to Medal of Honor. Where is the BIG difference is that in Halo all of them are forced to "make" choices as world's picture changes during the game. What is also important: they have position towards player, and we respond to that. Most complex character of entire series IMHO was Shipmaster Rtas 'Vadum, who in a matter of one campaign went through loyalist in need for redemption to human ally and major actor in Covenant's fate. Well established and played characters are believable and understandable, even if their motifs are world domination.


3. Balanced weapon layout


Less is more, and each weapon has it niche and drawbacks. Most importantly we are still restricted to our 3 weapon slots. Simple and elegant solution which denies some pleasure of hoarding loads of guns. At the same time forcing players to think and try all possible load outs even with the useless Needler. High speed of most firefights also overshadows the secondary weapons like under-slung grenade launcher or dual wielding pistols.  It does exist in real world and in Crysis but absent in the whole Halo universe. Simply put: one gun - one trigger. No time and place for fancy show-off tricks or customization. Is it comfortable? Sometimes. Is it playable? Of coarse! Is it fun? Yes.  


4. Varied opposition. 

FPS games are obviously all about killing the enemies. However, anyone will get tired of shooting the very same baddie even if given loads of different weapons and scenarios. In FPS games simulating modern conflicts this is solved by changing the scenery and mumbling about importance of the mission against the baddies. Sometimes we get to customize out gun as a game in itself. Halo is free from our politically correct world and allows us to kill anything that is bigger and does not speak our language. However the curve of difficulty is constantly  growing up: more Elites, Knights or Brutes as well increased number of hit points and resilience will make a game challenging and interesting even after first play through. Here is one of the main advantages of background work of Halo: all characters are incredibly believable and have unique "natural" behavior. Elites roar, Brutes charge in, Grunts love plasma grenades and chatter, Knights express anger by glowing orange and Flood is simply desperate for a hug.


5. Enveloping story.
Simply put from the very first game to latest one - we save the world. There is not much choice for player, except to aim and shoot those who desperately want to destroy it. The brilliant trick of Halo  is that world we are saving is not a distant propagandistic picture, on every turn of the game  this world has both personal touch and grand design properties. What is more important, those are interconnected on both logical and emotional levels. In addition every major objective takes us further on  the curve of storyline.  Let me elaborate on that. 

In Combat Evolved we started in desperate situation, where Cortana needed to be rescued. Even if she would only be an witty half-naked girl, that would be enough for male gamers to have fun. But as story progresses, saving Cortana and Earth from Covenenant invasion becomes a minor job. Now we are in charge of saving the Universe, because someone, sometime, somewhere have left a doomsday devices. Typical story of hero's job? Yes. But there is still room for saving the Captain, escape the trap filled with Flood, finding common language with AI of Halo and shooting lots of bullets. And every step of the way, there is gorgeous girl helping us. 

As series progressed stakes are even higher, the very heart and soul and reason for our heroics is trapped by Gravemind. This makes even invasion of Earth a minor problem, now player must save Universe in order to get to the girl. This is where Halo storyline get very close to Dante Alighieri's Divine Comedy, one of the greatest pieces of literature describing similar subject. Luckily we have a secondary points of view, a Covenant and ODST. This lets us see a bit more of the Universe and its internal struggles, without stopping for a lunch break in combat.  Following the internal logic of any conflict the main baddie must be defeated in the last sequence. Victory is hard fought, but rewarded with kiss from a damsel on distress, reunion with Cortana. Who manages to save our hero from exploding Halo thanks to her AI abilities.

Halo Reach, was an interesting side step: it revolved around what will happen with Master-Chief and Cortana and gave insight into military aspects, political unrest of UNSC, gave refreshment to old Human-Covenant conflict and generally stepped aside from formula of 3-side conflict, which fueled the previous games. It retained the formulas of speed engagements and weapon balance, but added the teamwork as main factor to the gameplay and storyline. Kat, may not be Cortana, but she is still a smart girl, who's death will be avenged many times over.   
   
Finally, Halo 4 brought us back into the boots of Savior in power armour. For more than decade Halo refined its success formulas and they all are here: 3-way conflict between Humans, Covenant and Forerunners, dramatic crashes and escapes from one conflict into another, silent and strong hero with emotional and vulnerable girl, team of super-soldiers on a mission, internal intrigues which release our hero from military routine, weird and varied aliens, doomsday weapon which was unleashed and mighty Mr. Evil who took away Cortana. In the end of all that, Master-Chief takes off his helmet and armour leaving us sad for his personal loss and defiant glory. Every high and low point of series was reinserted into the 4-th Halo and it still works pretty well. 

Halo 4 leaves us with a lot of question as well as new ways of answering them. Will the Forerunners help us or be utterly defeated? What will happen with remains of Covenant? How humanity re-take legacy of the Forerunners? Is Flood completely eradicated?  How Spartans will evolve humankind? Will Master-Chief meet Cortana again? 

The Reclaimer Saga is the answer.    


Yours,
Mark-Paul Severn @2013

22 April 2013

Liliana.

...you did promised to give up everything for a night with me, didn't you?
 So try to enjoy it as much as you can...

Liliana Veiss. 








13 April 2013

Star Citizen

There it is, Star Citizen, the game that has a legend of Chris Roberts, author of Privateer, Starlancer, Wing Commander and Freelancer written on the side of it. It made it through Kickstarter with over $7mil in hands. Will it be better that EVE? 

Elysium: new movie from Neill Blomkamp

My hero, Neill Blomkamp is making a new movie! Matt Damon is the star. Trailer of Elysium looks like social unrest  and rich-poor division what was a strong background in District 9 remains. Bring on the revolution! 

thanks to http://futurewarstories.blogspot.co.uk/ for update on this

11 April 2013

Boarding Marines: rules overview

Boarding Marines of Imperial Fists
Boarding Marines have been around ever since Forgeworld conceived Badab War books. Their primary mission would be to board and assault enemy ships in void space. As a player of Black Templar's successor it would be a perfect unit for my style of play. I was tempted to either buy one of the books or just buy upgrade kit from Forgeworld. Both temptations were successfully resisted thanks to the price £90 for the book, content most of which was not interesting to me. You would not pay such amount for 2 pages of really useful stuff, would you? In case you would, you will need a Badab War part I book from Forgeworld. Second reason was lack of open references to the boarding marines equipment. The site states: 
Detailed resin conversion kit consisting of two lascutters, a graviton gun, and sufficient boarding shields, weapon arms and heads to build five Boarding Space Marines, as well as additional components to build a Boarding Sergeant.       
Forgeworld loves to invent old-new weapons and leave their profile buried in books and useless pictures. What type of lascutter? Is it a graviton gun from old codexes or similar to Blood Angels graviton grapple? What is the difference between boarding and combat shield? £90 is an answer. I would assume that if you live outside UK its even more expensive. So a scrapped the idea. 

However, the Emperor has answered to my prayers and gave me a chance to have a look inside of one these blessed books. I saw the pictures. I saw the rules. I saw the points. Then I closed the book and congratulated myself on saving some money. Let me explain why.


  1. Profile. Boarding Marines are absolutely no different from any other codex Space Marine stats. Same stats as any Tactical squad. No bonuses, no extra skills, nothing. Extra 50 points. 
  2. Really "unfluffy". Forgeworld authors describe that becoming Boarding Marine is more of death sentence from the Chapter. WTFK? These guys should have done a research on Black Templars, who fight most of their battles in space and zero gravity. Not to mention that this kind of operations would require at least some skill and training. No, in their mind Boarding Marines are just over pimped cannon fodder.
  3. Questionable Equipment. With boarding shield marine gets 5+ invulnerable save. Wonderful, isn't it? But Space Marine with power armour in zero gravity CANNOT RUN WITH IT! Yes, super soldiers need to visit the gym more often. On top of that, even if Boarding Marines will assault anything they never gain bonus for extra weapon. Why???! To represent that shield is so heavy and its so difficult to fire bolter while carrying it? Or to limit us to using them as move and fire unit? Then why Captain, Veterans or even Sergeants may take storm shield with power armour? 
  4. Strange lascutter. Imperial Armour 2: Project Aphelion featured lascutter in Elysian Drop troopers inventory. Range: base contact, S:10, AP:? auto hit on immobile targets except infantry; ideal for breaking doors and cooking big bugs in assault. Boarding Marines get a lascutter which adds +1 to our Initiative in assault but we lose any bonuses for charging. Auto hit in assault with S:9, AP:1, ignores armour. Why lose Strength? Why repeat that it ignores armour if in most cases it is a case of Instant Death? Poor Guardsman can charge in an wipe the 'nids face with it, and super soldier can not? Mind you, I'm paying £90 for this.
So is there a bright side for Boarding Marines? Well, yes there is. 2 models per unit may take either support weapons like multi-melta. Unit may accompanied by 2 types of Drones: Fire Wasp and Devastation drone: one with flamer other with demolition charge of 5" blast, (again, why not use normal Blast?). Graviton Gun is actually a cool weapon with Range 18" AP3 and nasty surprise to anything which will come under a blast area. But despite everything, if you really like Forgeworld resin you will enjoy the quality of the kit, don't mind the rules. Unless of coarse you would take a risk and make a conversion.
     
Sincerely yours
Mark-Paul.


6 April 2013

New Tau Codex: biggest changes

Tau Pathfinders. Source: http://eastern-empire.com/gallery/urban-tau-cadre/
New Tau is finally here! The shiny hard-cover codex book is written by Jeremy Wetlock, who runs the column in White Dwarf and apparently been with GW for a long time. Codex itself is full-colored 100 or so pages book with easy navigation, plenty of images and background on each old and new units, heroes as well as new influx of background information on Tau Empire itself, their Septs and Heroes. Book is priced at £30 in Uk, and well worth buying just to have it on the shelf or battlefield.

So what are the biggest changes from the old codex:

  1. Hammerhead and Sky Ray are BS 4.
  2. Fire Warriors and Pathfinders are Initiative 2 
  3. Drones may mix and match between Shield, Markerlight and Heavy Guns in one unit.
  4. Drones are Initiative 4. 
  5. Snipers are BS 5 and may have up 6 Marksmen with up 3 Sniper Drones each. Oh, Their weapon is a Rapid fire AP5. Did i mentioned the markerlight and Support fire?
  6. Vespid are Initiative 6 and will ignore difficult or dangerous terrain. 
  7.  Support Fire special rule allows you to fire Overwatch from friendly unit in 6" as well as from unit being assaulted. With certain abilities or Heroes Support fire may be fired by vehicles!  
  8. Markerlight will grant one of the following: +1 to BS, Ignore Cover saves, fire a Seeker missile without reducing the amount of weapons vehicle can use, add +1 bonus for each markerlight to Overwatch BS.
  9. Kroot finally got an armor. 6+ armor is a Kroot dream come true :) 
  10. Most Battlesuits pack twink-linked weapons, but majority is still BS 3. 
  11. Fire Blades are nasty! Veterans of Fire Caste they almost rival Space Marine Captains. They are 50+ points upgrade for Fire Warrior and allows extra shots or re-roll 1 to hit. 3 Wounds. 
  12. Rippertide Battlesuit is a Mounstrous Creature with Toughness 6 and loads of weapon choices. Main bonus Nova Reactor: allows you either extra shots with twin-linked weapons, 4d6 evasion maneuver, overload with big "kaboom", or improved AP.
  13. Flyers are here. Bomber and Fighter both at BS 3, 2 HP and ability to take 4+ invulnerable save against incoming fire. 
  14. Heroes: as well as Farsight, Shadowsun and Aun'Va (last one is even more useful than ever), there is a master Pathfinder, super tankman at BS 5, Tank hunter, Support fire and Overwatch, and Ethereal with WS:5, I:5 A:4. He either goes Rending or chopping, especially against the Orks. 
  15. Last but not least: Warlord Traits. 6 unique Traits, with 3 out of them may be used once per battle. They demand and intelligent play and understanding of your army. Traits may give your units Skyfire rule, extra shots, extra move or morale bonus.                           

In conclusion: most of the units remained as they were, or even less hard, but the difference is army cohesion, support and firepower. Tau will demand intelligent play, careful positioning and support from each other. Only then they will be victorious.  
   

5 April 2013

Shadowsun.

Shadowsun.Did you called me hentai character??! 

Legal disclaimer


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Texts and  ideas posted on this blog are Copyright of Mark-Paul Severn. Should anybody use them without my permission for money making, I will not hesitate to use my mutant powers to steal your liver and cook it on gas while you asleep.

So beware! It's better to mention me or my blog in your sources than lose a liver. :-))





Arwen.

I'm 2700 years old, (thanks to Tolkien, should you ask), and i'm married. But I was quite a wild thing in my youth.  


4 April 2013

Lucas Arts is dead. R.I.P.


The mighty Jedi has been eaten by Mickey Mouse as Disney acquired Lucas Film and Lucas Arts during the fall 2012. Now Lucas Films, and Lucas Arts have been shut down. Half a year ago while most observers were following media hype and promises of bright new future (as well as Star Wars: Episode 7 and other shiny stuff) somethings should have warned us of inevitable:

1. It's Disney. One of the main competitors of George Lucas and his approach to entertainment, art and life. Lucas was brave enough to borrow from Buddhist philosophy and put that into a working concept for mass media. Can you imagine Lion King or Mickey Mouse thinking and relating to matters of strategy, belief  and philosophy? I can't.
2. Death of master L. George Lucas, as a result of the deal would not be directing, but being a "creative consultant". Artist is a main driver of any film or game production. When artist stops being heart of it, the magic of our connection to the movie, story and characters slowly dies as  more of "same-crap-as-before-cause-it-sells" stuff encroaches  The fact that Lucas was not actively involved in creation of last 3 films of Star Wars actually shows that. Movies became more about lightsabre-action and less about meaning. 
3. Different market priority.  Disney, despite all the promises had a strong idea where the "new" LucasArts will go. This is a quote from Disney's announcement I took from kotaku.com: 
In a conference call this afternoon, Disney's Bob Iger said they will be focusing on social and mobile games and will likely license their IPs for console gaming-meaning you'll see other studios making Star Wars games .
Well, most of the games that made Lucas Arts were traditional PC and console games with rich narrative and established background. They obviously did not fit into Zynga's backyard of casual games and Facebook time-killers.  That's not the product players would expect from such studio.  
So now to the final question on why would Disney buy Lucas Films and shut them down? It's not just about the money. With Lucas Arts gone, but their intellectual property under their control, Disney will become unsinkable giant of entertainment industry. That would improve their position greatly in the face of current financial difficulties and hard-hit entertainment sector. Current cancellation of new project's serves this goal: spend as less as you can, gain as much as you can. Welcome to capitalism, Jedi.
   



2 April 2013