Left 4 Dead Multiplayer

By Shamus Posted Tuesday Mar 17, 2009

Filed under: Video Games 74 comments

Left 4 Dead offers a single-player mode but the heart of the game is clearly in the multiplayer. Single Player is quite fun, although perhaps not quite robust enough to justify the $60 $50 price tag on its own. The game is made with online or LAN play in mind.

I have the PC version. This past weekend I signed onto Steam to check out the multiplayer. I’ve never tried it before. Outside of MMO games, I don’t think I’ve played online with strangers since 2003 or so, when I used to play Unreal Tournament (original recipe) Capture the Flag. (I used to play with these guys. Can’t believe the site & server are still around, although I’m sure they’ve moved on to other games.) I clicked on the thing to join a game. Some people appeared. There was a long pause. Then somebody called us all “f**kers” for no discernible reason. I suddenly remembered why I don’t play with strangers and logged off. I haven’t been back since, although I still plan to give it another go.

Then there is this thread at The Escapist, where a player became frustrated with some random teammates who were most likely new to the game and struggling. Rather than communicating with them and expressing his frustration, he and a friend simply abandoned one and killed the other . His post is more or less a plea for ointment for his inflamed conscience. Most of his fellow Xbox Live players were all too happy to tell him he did the right thing, and brewed up a tray of rationales for him to sample.

My goal in this post is not to pick on that player. He’s a very typical XBL player and raging against him is about as useful as raging against the fact that people are usually rude in rush-hour traffic. It’s one of the immutable laws of the internet.

But it does seem to suggest that we need better tools for filtering out jerks and idiots. You can report users on Steam, but this is for serious, “I-will-hunt-you-down-and-rape-you” level misbehavior and asininity. Like rating sellers & buyers on eBay, it seems like we need a automated way to remark whether or not someone was a good playmate without resorting to flagging people as abusive. Simply having a system in place would probably cure a host of ills. If at the end of every game you had a chance to flag players as fun, neutral, or problematic, then over time the jerks would accumulate a large enough negative score that sane people would avoid them.

I will say I like the way XBL users can choose what sorts of people they want to deal with – hardcore, underground, casual, or whatever those pigeon-holes are named. I’d avoid “hardcore” types because they’re probably playing to win, while I’m playing to have fun.

At any rate, it does seem kind of odd that after all these years we’re still just leaping into a great big sea of random crazy people whenever we game online. And by “we” I mean, “all of you people who aren’t antisocial hermits like me and who socialize with other gamers”.

Do you have any tricks for filtering people before a game? How do you handle the inevitable idiot?

 


 

Overlord: Nitpicks

By Shamus Posted Tuesday Mar 17, 2009

Filed under: Game Reviews 46 comments

The major nitpick I have with overlord is the lack of a map or compass, which is either inconsequential or maddening, depending on how good you are at navigating mazes without a clear directional landmark or point of reference. One of the developers from Codemasters stopped by and confirmed that Overlord 2 will have an in-game map. And the people rejoiced.

My other nitpick might be a little unfair. I usually have suggestions to go along with my nitpicks to indicate what I thought would have made the game better, but I don’t have any definitive answer here. It’s possible that this “problem” is just an inherent property of this type of gameplay.

First, a very broad overview of the gameplay:

For the most part Overlord is a game of mild action and strategy: If you want to do well, you’ll conserve your units by deploying them wisely in battle. Each foe you meet will have a weakness that you can exploit with one of your minion types. Use the right minions, and you’ll do well.

For example: You can fight trolls by sending your browns (warriors) in directly and then taking your greens (sneak attackers) and attacking from behind while the troll is busy with the browns. When he gets ready to leap up in the air and do his ground stomp, recall the whole group quickly, as anyone still fighting him when he comes back down is dead. Keep your reds (ranged attackers) back and don’t let your blues (healers) get anywhere near the fight. Repeat as necessary.

Losing a few units due to a blunder makes your army smaller, and you can only replenish lost units at fixed locations in the world. If you lose too many, your forces will be weaker and you will take additional losses in combat, thus exacerbating the problem. Losses form a feedback loop then can wipe out your army and oblige you to backtrack (hope you don’t get lost!) to the last spawning area to rebuild your forces. Imagine a FPS game where you do less damage the lower your health bar gets and you’ll see how this affects gameplay. (Note that I don’t consider any of this to be a a flaw, it’s just how the game works. RTS games have this same positive / negative feedback loop, and there’s no way to “fix” it without ruining the game. That is the game.)

Each unit type requires a type of energy. You need red energy for red minions, green energy for green minions, and I’ll bet you’re clever enough to figure out what sorts of energy you need for blue and brown. You get this energy for killing certain types of foes, and if you run out of given type of energy then you’ll have to grind / farm for it. If you manage to build up enough of a surplus, you can sacrifice the excess minions to forge armor and weapons imbued with additional levels of awesomeness. So wasting guys is a bad thing.

This is all fine and good and fun. But the game became frustrating for me when it would change gears into puzzle mode. Here is one of the many puzzles in the game:

<strong>Left:</strong> A giant serpent rises out of the water.<br />
<strong>Center:</strong> A crank which requires a dozen or so minions to turn.<br />
<strong>Right:</strong> A nest with a few eggs in it, and a couple of nasty birds to protect them.<br />
<strong>Foreground:</strong> Myself and a few of my 25 blue minions.
Left: A giant serpent rises out of the water.
Center: A crank which requires a dozen or so minions to turn.
Right: A nest with a few eggs in it, and a couple of nasty birds to protect them.
Foreground: Myself and a few of my 25 blue minions.

The goal is to turn the crank. The lower area is flooded with water, so only the extremely fragile blue minions are useful here. (All other minion types drown in water.)

I send my blues to turn the crank, the serpent comes up and pretty much insta-kills 80% of them. I pull them back and replenish my forces from the nearby spawning point. I figure I need to fight the serpent and kill it first. Perhaps they will do better if they’re actually fighting and not turning the wheel, so I send them in along the ground to attack the base of the serpent.

Boom. The entire party is wiped in a couple of seconds. Dang. Replenish. I’m now down about 40 blue energy, which is a huge loss at this point in the game.

I try sending a few up to turn the crank, and while the serpent is distracted killing those guys I send in the bulk of my forces to attack him directly. This takes a few tries to get the timing just right, and I burn through another 30 blue energy.

I finally get my guys into the right spot and they get in a few hits before they die. I can see that sending the guys up to the crank is so dodgy that it can’t be part of the solution. So I try hit & run tactics. I lose another 20 blue energy. I’m running quite low by now.

And now I can see they are doing almost no damage. With all of my efforts, I’ve knocked a pixel or two off the serpent health bar. This is clearly the wrong way to go about this.

I realize those birds must be part of the solution. I send a single minion to grab one of their eggs and run towards the serpent with it. The birds give chase. Halfway there they stop following and run back to the nest as my blue runs into the jaws of the serpent. I try again, they stop following again at exactly the halfway point. It’s like they won’t run past the steps leading up to the crank.

Just to speed this up: I try a lot of different things, running different places with the eggs. I try dropping the egg near the serpent, thinking that (since eggs sort of “pop” after a while) perhaps I need to trick the serpent into eating an egg?

More blue minions get gobbled up. Isn’t this guy about full by now? I’m down to my last 20 blue energy (from over 140) and I’m really frustrated. I finally give up and look online. I discover that my initial idea of carrying the egg was the right one, it’s just that the birds don’t follow you reliably. Sometimes you have to run back and goad them on, and even then you can usually only get one of the two of them to follow.

But if you lead the bird to the serpent, the two will fight. The bird will do a tiny amount of damage before the serpent finishes it off. It takes many, many trips (the birds and eggs will infinitely respawn) to finish off the serpent. Even once I had the answer I had to sit there for a while doing the same thing over and over until I won.

Most of the major boss fights and puzzle sections of the game work this way, and the trial-and-error becomes longer and more expensive when you’re dealing with puzzles and you don’t even know which minion type you’re supposed to be using. Since guessing wrong will generally obliterate your forces, puzzles will rapidly burn through a lot of your hard-won energy. You can’t tell what you’re doing wrong, and even when you get it right it doesn’t always feel like the right answer.

On the left is a huge slug.  I think I was supposed to lure it through some fire traps to kill it, but by accident I discovered it couldn’t go up these steps. So I parked my red minions there and had them very slowly bomb it to death with their piddly little fire attacks. It was cheap, but it probably took about the same amount of time and saved me the losses I would have incurred trying to do it right.
On the left is a huge slug. I think I was supposed to lure it through some fire traps to kill it, but by accident I discovered it couldn’t go up these steps. So I parked my red minions there and had them very slowly bomb it to death with their piddly little fire attacks. It was cheap, but it probably took about the same amount of time and saved me the losses I would have incurred trying to do it right.
I killed several bosses when they got themselves caught on the scenery and I let my reds slowly needle them to death rather than looking for the “real” solution, simply because finding the real solution would have been so expensive in terms of energy.

Once a puzzle is solved, you generally have everything you need to know to beat the guy with minimal losses. You can either re-load the game and do the entire dungeon all over again, or go farm for a while to replenish your lost energy. Either way, you’ve found the answer to the puzzle and now you have to pay off the energy you sank into it. You can pay this off by resetting and replaying previous content, or grinding.

The puzzles themselves were interesting, but the vagueness and the attempt cost prevented me from enjoying them. Most boss fights were set up so that doing the wrong thing would instantly wipe out your entire army. And even when you get it right, you’re not always sure if you’re doing the right thing or not because even the correct answer can be costly and repetitive. Eventually I found myself turning to Gamefaqs whenever I hit a puzzle, which was a waste of good puzzles. A puzzle that takes several attempts to figure out is a good one, but here attempting a puzzle is an ongoing tax on fun and drains the reserves you’re trying to build. The better the puzzle, the worse the drain.

I’m not saying that the puzzles should be removed, or that you should be able to replenish minions for free. The former would make the game more homogeneous, and the latter would break other parts of the game. I apologize for bringing up a complaint without offering any solutions. (Although I think making sure the “right” answer works flawlessly and effectively when the user hits it will help.) Not all puzzles were annoying in this way, but the ones that did annoyed me enough that I wanted to go over it in detail. Most of the complaints about the game seem to be clustered around this part of it.

And now I regret ending this series with the nitpicks instead of leading with the nitpicks, since I’d rather end on a happy note. It was a fun game – one of the best so far this year, and certainly the most innovative – so I’d hate to leave you with a bad impression.

Fun. Innovative. Charming. Unsatisfying puzzles. Solid writing. Cute minions.

 


 

Stolen Pixels #73: Some Healthy Advice

By Shamus Posted Tuesday Mar 17, 2009

Filed under: Column 9 comments

It’s time to take your medicine.

 


 

Lock the Taskbar

By Shamus Posted Monday Mar 16, 2009

Filed under: Movies 27 comments

Man, The Clash were way ahead of their time.


Link (YouTube)

 


 

Overlord: Ending

By Shamus Posted Monday Mar 16, 2009

Filed under: Game Reviews 103 comments

After playing through the end of the game and reading through the comments of my previous Overlord post, I’ve found a few more words have been jostled loose.

Reader JW mentioned in the comments:

You need to mention how cute the minions are. After the first time playing it, my wife and I spent the better part of a week saying, “For me?” “For youuuu!” whenever we, say, passed the salt at the dinner table.

Don’t hate me because I’m awesome.
Don’t hate me because I’m awesome.
We had a similar experience at my house. We occasionally do the “For me?” / “For yoooou!” thing after I’ve been playing the game for any length of time. I will say that the minions are probably the most charming and quotable peons since Warcraft II. I remember when quoting the Warcraft peasants was something I was compelled to do at various points – usually when I was handed work – and the minions in Overlord seem to demand a similar level of imitation.

Actually, the voice work was pretty good all around. (Although Jewel and Kahn sounded a little stiff. I couldn’t tell if that was on purpose, though.) IMDB doesn’t say, but I’m fairly confident that the voice of Oberon Greenhaze is the same guy who voices Serious Sam. I love that guy.

The ending was surprisingly good and quite unexpected. It tied together a lot of earlier developments and even had a bit to say about the nature of heroes. I’m not suggesting it was a profound insight or a revelation on human nature, but it was clever and fun and wrapped things up nicely.

It turns out the story was written by Rhianna Pratchett, daughter of Sir Terry Pratchett. I have to confess that I’ve never read his stuff. I know it’s something geeks are supposed to do, but the list of things you must do to maintain your geek cred is getting impossibly long these days. Besides, I was a lot less interested in his work once I realized that his Discworld series is pretty much a blatant ripoff of Halo.

I was already happy with the story before the end came along. It was straightforward and generally funny and delightfully subversive of genre conventions. (Halflings as piggish and mean little imps.) So when the ending rolled around and mixed things up I was pleasantly surprised. I took a look on Wikipedia and read about how each of the major characters ties into one of the seven deadly sins, which vaguely reminded me of the movie Se7en in the way that they fulfilled one another. I feel sort of thick for not picking up on that sooner.

(Just kidding about Pratchett ripping off Halo. I’m open to suggestions if anyone wants to recommend one of his books as a good starting point for his work.)

EDIT: I stand corrected, Ringworld is the “Halo ripoff”, not Discworld. I’m afraid I was confusing one [shape]world series with another. That gives me an idea for a book: Sphereworld! It’s about this ball-shaped planet where stuff happens…

 


 

The Queue

By Shamus Posted Sunday Mar 15, 2009

Filed under: Notices 39 comments

People have been leaving comments, emails, and Twitters, asking me when I’m going to get to one game or another. I do not take offense at this. I’m grateful that lots of people want to read what I have to say, and I’d love to be able to play games and write all day long in an attempt to meet this demand.

But my annoying habit of needing to sleep and pay bills places unwanted constraints on my time. In the interest of letting people know when their game of interest will get its turn, I thought I’d post my current queue. This is the list of games I’ve played and that I plan to write about:

1) This week I’ll be posting about Overlord and wrapping up that series.
2) After that I’ll be doing a special dual review of Saints Row 2 vs. GTA IV.
3) After that I’ll take on Mount & Blade and Left 4 Dead, although I’m not sure which one will come first.
4) I’ve been using WiiFit for two months. I’ve lost a good bit of weight, but the thing has driven me nearly nuts. This potent ambivalence will be expressed in a series of posts at some point.

I also have a running list of titles I plan to buy at some point. This list changes often and titles come and go, so it should be taken with a grain of salt:

  • Madworld.
  • Street Fighter IV. I’m not really a true fan of fighting games. I really only enjoy putting them on easy and button-mashing through the content. DOA 4 was too hardcore and just frustrated me when I tried to do this, but word is that SF IV is accessible to newcomers. I don’t think there’s enough story to yield any comics, but I might find something funny in there. I’m not familiar with the series except by reputation.
  • Gears of War 2. I’m planning to get this one strictly because it’s a popular game with a dumb plot, which makes it prime fodder for comics. I probably won’t write about it here unless it surprises me or pisses me off.
  • Resident Evil 5. This is mostly just comic fodder, but also because I’m fascinated by the racism controversy and want to see how I react to the game.
  • The House of the Dead: Overkill: I might get this just to see what point-and-shoot gameplay is like on the Wii.
  • 50 Cent: Blood on the Sand: I was going to get this, until Penny Arcade spoiled the ending! I’m kidding. I’m just sort of curious why movie tie-ins are all horrible but a gangster rapper tie-in isn’t.
  • Afro Samurai: I played the demo, which prompted me to get the Anime, which turned me into an instant fan. The game looks like light, mindless, eviscerating fun.
  • I’m sure I’m forgetting something.

Maybe I should put this list somewhere on the site so that I can feel guilty for not keeping it up to date.

 


 

Are Violent Videogames Preparing Children For The Apocalypse?

By Shamus Posted Saturday Mar 14, 2009

Filed under: Movies 14 comments

This week’s Unskippable featured no Stephen Blum, bringing their overall Blum content down to a disappointing 37%. (Although I did recognize the voice of Admiral Hackett from Mass Effect, who is voiced by Lance Henriksen.)

So instead of Unskippable this week, let’s look at an issue that affects our children.


Are Violent Video Games Adequately Preparing Children For The Apocalypse?

I stopped reading The Onion a few years ago when it felt like they were in a rut. This new (to me) video thing has really made the humor fresh again.