Tag Archives: 3PS

Helldiving For Fun and Profit

Over the ridiculous number of years since I first started this blog I’ve developed the unfortunate habit of writing very terse impressions, if any at all, of the online games I play. This is especially regrettable given how much time I often sink into them. That’s part of the problem though – when you’re playing an MMO, a live service game, or just an online game you’re particularly hooked on, when is the right time to jump off the treadmill and write something up about it? In the early days of this blog the intent was actually to write about my online sessions themselves rather than focusing on final thoughts about a game, but with so many things competing for my free time combined with the effort it often takes to try to write something up, that quickly fell by the wayside. As such, other than briefly mentioning that it was in fact my 2024 game of the year, I somehow still haven’t talked about Helldivers 2 yet…

Getting rushed by bugs immediately upon respawn. Yikes!
“Getting rushed by bugs immediately upon respawn. Yikes!”

I first heard about the original Helldivers and how much chaotic fun it could be around the time it launched back in 2015. I was definitely intrigued, but I never actually got around to trying it out. Fast forward to 2024, and owing largely to not really being in the PlayStation ecosystem at the time, the sequel was barely on my radar. I’d read the random skeptical comment about whether Arrowhead had the chops for such an ambitious sequel, but that was about it. Shortly after it launched, however, I stumbled upon a video or two that made the game look utterly amazing and it didn’t take much more before my interest was abosolutely piqued. The one problem I had was that this game is, like its predecessor, very co-op focused, and I’ve made the mistake of buying into co-op heavy games without a dedicated friend group to play with more than once in the past, and felt like that was a lesson… eh, mostly learned. Not wanting to admit defeat, I threw some feelers out to a few different friend groups, but as I’d predicted, no one bit. Then, quite randomly, one of my co-workers (who I’d actually never gamed with before) told me he’d just bought it and was loving it so far, and asked if any of us might be interested in playing it with him sometime. I picked it up that very evening.

Let me take a step back and give a quick overview of the game for the uninitiated. Helldivers 2 is a sci-fi online cooperative PvE third person shooter with persistent character progression, and is not unlike something like Vermintide and Darktide or Deep Rock Galactic, a genre which itself seems to have had its roots in the awesome Left 4 Dead series. Thematically, it barrows heavily from the 1997 Starship Troopers movie, but more on that later. The basic premise is that you and your squad are super expendable soldiers dispatched onto alien worlds to perform a variety of nearly suicidal missions on a large, open map, before waiting to be extracted in what can often be a tense final stand. The action is visceral, with huge hordes of enemies, massive explosions, and purposely higher than normal odds of killing yourself and/or your own squadmates in what are often hilarious moments of insane chaos. Yeah, I think that’s pretty much it in a nutshell!

Picking my next mission aboard my destroyer.
“Picking my next mission aboard my destroyer.”

As soon as you launch the game you’re met with an intro movie that pitch-perfectly sets the tone, casting the player as a volunteer for Super Earth’s elite “peacekeeping force”, the Helldivers, whose job it is to spread “managed democracy.” The on-the-nose darkly humorous satire poking fun at western patriotism is, again, more than a little reminiscent of Verhoeven’s Starship Troopers. You’re then thrown into a tutorial where you learn the basic controls and the humorous worldbuilding doesn’t let up. You’re next tasked with christening your destroyer (the ship that serves as each Helldiver’s personal between mission hub) by combining some pre-selected words to come up with your own ridiculous but lore appropriate name (mine is “SES Distributor of Truth”.) By the time you’re on your destroyer and ready to go on your first real mission, you’re already totally indoctrinated in the lore, or at least in the spirit of it. This is a great thing for a co-op game as, like Deep Rock Galactic’s legions of drunkard “Rock and Stone!” shouting space dwarves, most of the player base is aligned with a sense of casual roleplay that adds to the fun and a real sense of community. It’s so effective that Arrowhead probably doesn’t even need to employ the guy who, acting as something of a Dungeon/Game Master, handcrafts elements of the overarching campaign… but please keep him!

After spending a little while exploring my destroyer and the various options in the UI, I was already very impressed with the presentation. Everything felt well-polished and slick, even if I didn’t know exactly what a lot of what I was seeing actually was.

The squad assessing a Terminid nest from afar.
“The squad assessing a Terminid nest from afar. Real far.”

With my work friend not yet online, I decided to hop into a “quickplay” game with randos. My random squad of hapless FNGs landed in a tight ravine under the cover of a fairly dark night and almost immediately began getting swarmed by Terminids, one of Helldivers 2’s enemy factions who are extremely reminiscent of the “bugs” from, once again, the Starship Troopers movie. I had no real clue what I was doing, so I just quietly followed everyone else’s lead, and it was pure fucking chaos. Assault rifle fire lighting up the area, gore and body parts flying, grenades exploding, people dying. Holy shit! At some point I picked up a large machine gun support weapon dropped by one of my comrades who had traded it for something else they found and quickly started to have a lot of fun by hanging back and playing fire support, diving into prone and laying down a hail of bullets with each encounter. After that mission, I figured out how to customize my loadout so I could start bringing my own machine gun with me, and the rest of my afternoon practically disappeared. Now absolutely jonesing for more, I jumped on again for another session that evening, and this time hooked up with my friend. Playing with voice comms and something more closely resembling teamwork only served to add another layer of fun to the game, even if we did have to either play as a duo or rely on randoms to fill out our squad’s third and fourth slots. I was absolutely hooked.

So back to the mechanics, the basic structure of a mission looks something like this: On your destroyer, you head to the mission table and pick a sector, a planet within that sector, and a mission or set of missions on that planet. There’s a number of procedurally generated planets with different biomes, minor hazards, and weather conditions. Mission types depend on the difficulty you select and the enemy you’re facing, which include the aforementioned bug-like Terminids, the Terminator-like robotic Automatons, and the newly introduced very sci-fi, zombie-creating Illuminate. There’s a fair variety of mission objectives, such as destroying enemy facilities, killing specific high value enemy-types, retrieving and/or activating something, but they all ultimately play out relatively similarly. As an aside, I’ve always found it amusing just how so many of these missions, especially the secondary objectives, feel like extremely simple grunt work that SEAF (Super Earth Armed Forces) probably simply needed “a pair of hands” and “boots on the ground” to perform. “Sure, send us on a literal suicide mission simply to go turn a few leavers and press a few buttons to get an otherwise automated mineral extraction site going again? Why not?!” I guess that’s just SOP for the Helldivers, though.

Hellpods shooting down to a planet's surface.
“Hellpods shooting down to a planet’s surface.”

Anyway, you jump into your “Hellpod” and select your loadout of stratagems and a booster, and once the whole team is ready, your Hellpods launch like artillery shells out of a massive cannon onto the planet’s surface. From there, your team has to plot your course from wherever you picked to land to each of your objectives. Typically there’s a fairly easy pattern you can employ, such as a simple clockwise or anti-clockwise loop from one objective to the next, and finally to the exfiltration point. Along the way, you’ll come across secondary objectives, enemy outposts, and points of interest which can sometimes include supplies, support weapons, samples, medals, and even super credits. More on all those later. Of course, those points of interest are often teaming with enemies, and you’ll also have to contend with patrols and even enemies calling in more enemies, leading to sometimes needing to fend off multiple waves of them. Once your main objectives are complete, or if you run out of time, you make your way to the exfiltration point and call down the shuttle, which takes an uneasy 90 seconds or so as your enemies make one last assault, again, usually consisting of several intense waves.

Of course, that’s all incredibly reductive. I didn’t mention how you need to call down special support weapons and equipment (including vehicles) based on the “stratagems” you picked at the beginning of the mission by throwing a beacon down at where you want them to land, or how stratagems have a time between re-use and with all of the Eagle-1 assault ship based stratagems, a number of re-uses between when the Eagle has to return to your destroyer for a lengthier re-arm. I didn’t mention how every stratagem and pretty much every other in-game interactive object requires a QTE-like pattern of quick key/button presses which have to be executed properly. These aren’t difficult, but executing under extreme stress, which is often the case, can lead to a minor fumble with major consequences. I didn’t mention how dying works – that is, if you die, your team mates have to use a reinforcement stratagem they throw down to call you back in, and you have a limited reinforcement budget. You also have the ability to similarly request a resupply so that you and your team can restock on ammunition, grenades, and the all-important healing stims.

Time for a little Dance Dance Revolution!
“Time for a little Dance Dance Revolution!”

And I didn’t really mention the stratagems themselves. In addition to being able to request a larger support weapon, there are things like defensive drones, shields, and distributable supply packs, and more stationary defenses like sentry drones of various types, minefields, and manable turrets. More importantly, you have one of the standout features of the game in the form of often impressively devastating strikes coming from both orbital attacks launched from your destroyer and airstrikes delivered by the aforementioned Eagle-1. There’s a large variety of these, from attacks meant to devastate a wide area of light targets, such as the Eagle Napalm Airtrike, to those made to hit a single heavily armored target with pin-point accuracy, like the Orbital Railcannon Strike. The moments when a huge strike hits exemplify Helldiver 2’s immersive, often very cinematic graphics, filled with impressive looking explosions, destructible buildings and terrain, and intense particle and lighting effects. Of course, they can also exemplify the game’s reputation for intentionally embracing hilarious accidental “friendly fire” team killing incidents as well. There have been a small handful of other games, such as Mercenaries 2: World in Flames, which had similar air strike mechanics, and it has never not been fun mechanic to me.

In the end, this all comes together to feel like a weird blend of something like a cooperative, PvE version of a Battlefield game (though Planetside 2 might be a closer comparison.) That is to say, a lightly tactical shooter mixed with an array of interesting tools and a huge open-world battlefields which both give players a lot of freedom with when and how to complete objectives and engage in combat, and leads to some amazing emergent moments.

The glorious aftermath of an perfectly executed orbital strike.

The glorious aftermath of an perfectly executed orbital strike.
“The glorious aftermath of an perfectly executed orbital strike.”

Back on your destroyer, you’re shown your mission statistics, the experience points and other rewards you got from the mission, and a rating. Rewards come in several forms. Of course, you gain experience points to level up your Helldiver, though leveling up really only affects some gating around certain stratagems and not much else. There are also Requisition Slips, which are the main currency you’ll be using to purchase new stratagems and ship upgrades, and are awarded fairly generously alongside XP. The ship upgrades also require a much rarer currency, samples. Samples are picked up around the map in missions and have to be carried to the end of the mission and successfully extracted with to earn, which is harder than it sound since they’re also dropped upon death… and if you haven’t figure this out by now, you will die. Probably a lot. These can take a lot more work to grind out, especially given that there are three types which correspond to different difficulty levels, and the two associated with more difficult missions won’t be available at all until you progress up the ladder. Still, ship upgrades are valuable, but they’re also more of a long term progression system. Finally we have War Medals and Super Credits. War Medals are the currency used to purchase items in “War Bonds” which are Helldivers 2’s battle passes. Super Credits are the game’s actual cash equivalent currency, used to purchase items in the “Super Store” as well as the War Bonds themselves.

Helldivers 2 takes a similar approach to Halo Infinite when it comes to battle passes and its purchases. War Bonds contain a number of cosmetic items, such as armor, helmets, banners, capes, and emotes, as well as the occasional new piece of equipment (including weapons) and even sometimes access to special stratagems. Essentially, everything you can progress in the game except for ship upgrades and your character’s level can be found in War Bonds. War Bonds are not time limited, so once you own one you can spend your Medals in whichever ones you want whenever you want, which is handy since you may very well find yourself trying to prioritize going after a few particular items in multiple War Bonds first. The Super Store works like Halo Infinite’s originally did, which is to say it’s unfortunately entirely based around FOMO. You’re presented with a small number of items, mostly just cosmetics, every couple of days. I’m not a huge fan of that system, but there aren’t that many items in rotation, and I’m not nearly as obsessed with cosmetics in this game as I was with Infinite either, thankfully. The inclusion of new weapons and other legitimately game changing items in the War Bonds and the store is a little controversial, as despite being an entirely cooperative game, there are naturally still “flavors of the month” and/or “meta” builds which often include them, but again, this is an entirely PvE game, so it’s not exactly “pay-to-win” in a way anything close to a more competitive game could be.

You can optionally aim down sight/scope for extra precision
“You can optionally aim down sight/scope for extra precision.”

Beyond that, your ship lets you customize your character with those aforementioned armor sets, helmets, capes, banners, emotes, and most importantly, your primary and secondary weapons and grenades. These are just parts of your standard loadout, and not linked to the whole picking stratagems thing you do just before each drop, though perhaps just as important. There’s a good variety of weapon types, from assault rifles, shotguns, and DMR primary weapons, to pistols, grenade launchers, and even melee secondary weapons for those who like to experiment with different playstyles (or more likely, amusing “meme builds.”) Oh, and I should also mention that your armor comes in three different varieties, ranging from light to heavy, which trade off speed, mobility, and stamina for protection. Armor sets also includes a passive ability which usually grants the wearer a couple of bonuses, such as increased grenade capacity or reduced fire damage, for example. The basic armor in this game has a pretty cool, unique look to it, though designs for newer armors, as well as the designs of enemies and vehicles borrow liberally from all of the place. Of course, we have obvious Starship Troopers influence, but there’s also a little Halo, Planetside, Earth Defense Force, and perhaps even some Warhammer 40,000 in there as well. It’s not too blatant, and it mostly all gels into something fairly cohesive, and importantly there are no ultra ridiculous immersion-breaking cosmetics either, thankfully.

Progression can move pretty slow if you’re not pouring absolutely tons of time into mission after mission with a full squad. To get more, faster, you’ll want to progress to higher and higher difficulties. These grant more experience points (via a multiplier) and medals, plus access to those higher tiers of samples. The tradeoff, however, is that the mission types change and new enemies appear, including some massive, very difficult to kill ones. The most notable element here is the armor values at play, which ranges between unarmored, light to heavy armored, and tank, with several steps to many of these. To kill enemies with higher armor values you’ll need weapons that can penetrate or otherwise damage these types of armor. This means that as you progress, you’ll also want to develop your loadouts accordingly. For instance, playing solo I could easily wipe the floor on Medium difficulty, but recently moving up to Challenging and Hard and beyond, I ended up replacing my primary weapon with one that could do medium penetration, a secondary that could do anti-tank damage (for emergencies) and stratagems – a support weapon, an airstrike, and a sentry turret – that could all do heavy to anti-tank levels of damage.

Solo. Checking my mini-map for blips - things were suspiciously quiet.
“Solo. Checking my mini-map for blips – things were suspiciously quiet.”

Speaking of soloing, not only did I regularly play with my work buddy, but one of my old [TPG] chums Zabka (AKA JoeyPants) randomly started joining us too, and soon we had a fairly regular trio with the fourth often being filled by a friend of one or the other, or a rando. It was honestly a blast playing with a dedicated crew again, which was the icing on top of why this was my 2024 game of the year. Unfortunately, my work friend and I eventually stopped finding ourselves in-game at the same time, so we stopped playing together as much, and then Zabka just seemingly dropped off the face of the earth, and next thing I knew I found myself either having to play with squads of randoms again or going it alone. Playing solo in Helldivers 2 isn’t nearly as depressingly unsatisfying as it can be in many of these sorts of co-op focused games, but it’s also quite a bit more challenging given that less people means less stratagems, less eyes on the horizon, less shots coming from less angles, etc. It’s definitely doable, even up to the highest difficulty levels for highly skilled players, but it’s nowhere near as fun to me. As mentioned, I recently found myself hopping on and trying to improve my solo game, which meant quite a few tweaks to my loadout and tactics, but it’s been rewarding to see myself progress this way. This won’t really sustain me though, so sadly, unless any of my friends suddenly develop an interest in Helldivers 2, I’m likely more or less done with the game.

Regardless of whether I keep trudging away at solo dives, start playing with randoms again, find a new squad, or just hang up my cape entirely, I’ve absolutely loved my time with Helldivers 2 so far. If what I’ve described sounds at all enjoyable to you, especially if you have a few friends to play with, I’d highly recommend checking it out.

Fall Update

It has been an incredibly long time since I’ve posted one of these, hasn’t it? Well, I’ve definitely played some games in that time. If anything, it looks like I’ve been a little restless for the last few months, though in addition to everything mentioned here, I’ve also played through an entire, lengthy single player game and been working my way through another classic DOS game, both of which I’ll dedicating separate posts to soon.

My crew about to head out on another raid.
“My crew about to head out on another raid.”

Continuing to play through Player Unknown’s Battlegrounds with friends, I really wanted something of a similar vein that I could play solo. I recall hearing discussion about it on some podcasts and was intrigued, but at some point more recently I stumbled upon some YouTube footage of Ghost Recon: Wildlands, and I was instantly hooked. I’ve been a fan of Ghost Recon since the early days, and while installments from Ghost Recon 2 onward have lost me more and more, it seemed like Wildlands was taking some of the best parts of those newer games and applying them to a big budget, open world shooter.

It turns out that my decision to hop into Wildlands was (mostly) a good one. While the gameplay quickly felt much more formulaic and repetitive, and a little bit more like GTA 5 with a Ghost Recon skin than Ghost Recon with an open world than I was hoping for, the main elements that drew me in remain compelling: playing dress up with the huge (though far from exhaustive, unfortunately) amount of customization options available for gearing up your character and your squad, taking that squad into whatever objectives you might want, whether the single-player campaign missions, or just randomly chasing new weapons and other upgrades, and finally, pulling off a coordinated, Tears of the Sun like stealth assault on an enemy position using silenced weapons, drones, and synchronized, long range shots.

A quiet nighttime op suddenly heats up.
“A quiet nighttime op suddenly heats up.”

The game world is awesome, the action, at its best, feels extremely satisfying, and the customization combined with the open world gameplay leads to a certain immersive quality that practically had me roleplaying the scenarios I’d bring my squad into. I’m 100% sure the game would have been even more enjoyable played cooperatively, but sadly none of my usual crew was very interested in checking out Wildlands for one reason or another. Even though I’ve mostly fallen off of the game by now, I’m keeping it installed for now in hopes that another one of my friends might eventually pick it up. That, and I’ve recently started watching Netflix’s Narcos, which the game seems to be undeniably inspired by, and I’ve already been feeling the urge to jump back in as a result. Wildlands definitely seems like it will be best enjoyed when viewed through the lens of that kind of on-the-ground, legally questionable operations where coordinating with “indigenous forces” is perhaps more crucial than more conventional small squad military or law enforcement direct action. While I personally rarely call on rebel support myself, there are certainly plenty of systems in place to play that way.

While it doesn’t seem like Wildlands is very popular (despite some stubborn attempts to foster an online, competitive community) reviews were generally quite positive so maybe there’s some hope for Ubisoft to justify developing a sequel. I’m sure everyone who still plays would love even more customization options, and maybe they could even throw a battle royale mode in to help boost sales the second time around. Oh, and including the PVP mode from the beginning would probably help get those numbers up too.

At around the same time my hype for World of Warcraft’s new expansion, Battle for Azeroth, was building. I decided to play a little catch up and play through the last expansion, Legion. The last time I took an extended break from WoW was just as Legion was being released, so I’d missed entire thing and really hadn’t spent any time following it. I went in more or less blind.

The Battle for Azeroth login screen looks like something of a throwback.
“The Battle for Azeroth login screen looks like something of a throwback.”

I ran my Dwarf Rogue through Legion’s single player campaign and I found the new zones and their associated storylines and quests to be quite enjoyable. I also enjoyed the whole artifact system and class hall/class quest system much more than I thought I would. That said, as a solo player, I was extremely frustrated by how much gating I encountered. Forays into dungeons and even raids for questline progression, in particular, were the worst offenders. There have always been items and recipes that you could only acquire as part of dungeon and raid drops, or deep rep grind purchases, but in Legion I found my leveling of Alchemy to be completely halted due to some of these non-solo friendly quests. This was the first time since classic I haven’t had my alchemy maxed out. I didn’t have much time to dwell on this for too long, as Battle for Azeroth came out almost as soon as I finished the core Legion campaign. This means only a few dungeons, no raids, not even any PVP (which is usually my primary activity in WoW’s endgame.)

With Battle for Azeroth, the zones are probably even better than in Legion. It impresses me how good Blizzard has gotten and how they continue to improve at world design, though I have to say that questing in World of Warcraft STILL feels a lot less compelling than games like my beloved Star Wars: The Old Republic or any number of single player RPGs. At least, outside of some vicious reputation grinding, the gating from Legion seems to be largely gone. Oh, and I need to give a shout out to the soundtrack, as this one might be the best by far, which is saying something after just playing through Legion.

The only issue that I feel strongly enough to really complain about is the change to the way the global cooldown (“GCD”) works, which I can sum up simply by saying that more (most?) abilities are now tied to the same timer, which means you can’t “spam” them out (or particular, between them) too quickly. What seems like a small change on paper can actually really change the feel of certain class specializations radically. For me, as an aggressive combat rogue, I feel like it makes combat feel noticeably clunkier, and I feel less capable as a result. I really don’t like it.

Gulgrim, my main, hanging out wherever I abandoned him months ago. Poor guy.
“Gulgrim, my main, hanging out wherever I abandoned him months ago. Poor guy.”

Anyway, I don’t have much more to say about BfA for now – I played through ALMOST all of the Alliance campaign, maxing my character’s level far before finishing, before getting distracted and falling off the bandwagon. I’ll definitely go back to World of Warcraft to finish the single player content and hopefully check out PVP and some of the other new systems, though for now I’m waiting to see what the upcoming 8.2 patch is going to look like.

I have to say, moving between WoW’s expansions back to back like this really serves to highlight the unfortunate cannibalistic nature of them. Warlords of Draenor’s central feature, the garrisons, were completely abandoned once Legion came out. With Battle for Azeroth, the artifacts and class halls we spent so much time leveling and working with? Abandoned. I’d really like to see expansions that change and build upon existing content in a less destructive way, personally. Maybe if expansion content were developed this way we wouldn’t need silly things like World of Warcraft Classic.

I finally feel like I’m getting close to closing this chapter of my life. While I’m still very much a fan of Warcraft and enjoy dipping back into it every couple of years, it’s the lore more than the gameplay keeping me around. With that in mind, I’m really looking forward to playing through the recently announced Warcraft 3: Reforged. I hoping that the whole generation of gamers who only know Warcraft via WoW will jump on it and enjoy it as much as I did back in 2003. I would have rather had Warcraft 4, but I’m interested nonetheless.

Back on the shooter front, me and my normal PUBG crew were definitely being tempted away from PUBG by the promise of battle royale modes in both Battlefield V and Call of Duty: Black Ops 4. Unfortunately, I and most of my friends were totally disappointed by the direction it seemed Battlefield V was going, and interest in that very quickly fizzled. BO4’s battle royale mode, Blackout, on the other hand, was looking fucking sick, and quite a few of us hopped into the Blackout PC beta weekend in September with most of us agreeing that it might very well take our interest away from PUBG.

Finishing off the boss of a public event. I've loved this system since WAR.
“Finishing off the boss of a public event. I’ve loved this system since WAR.”

Finding myself not wanting to give up the highly polished, smooth gunplay of Call of Duty to return back to the clunky, sometimes buggy feeling mess of PUBG, I decided to dust off Destiny 2, particularly because everyone had been talking about the pre-Forsaken expansion 2.0 patch, which made a number of much-requested tweaks and balance changes. I ended up playing through the single player campaigns of both Curse of Osiris and Warmind expansions. I had fun with both despite feeling a little bit like “more of the same” campaign content. Still, that content was pretty enjoyable to begin with, and neither it or these expansions overstay their welcome with too much unnecessary grind.

The 2.0 patch made plenty of other changes to the game though, most pretty positive. I strongly dislike what they did to the infusion system, changing it from an easy, convenient way to cash in your junk gear drop to keep your favorites useful, to making it quite cost prohibitive, meaning you’ll only want to keep your absolutely favorite items upgraded, and even those, probably not too often. I know that it’s viewed as a very positive change, but I also had a very hard time getting use to the new, lower TTK (“time to kill”) in PVP. I’d often find myself rushing into situations where I’d normally survive long enough to get a kill, or pop off my super, only to get mowed down without achieving anything but an embarrassing death. It was rather demoralizing, and despite quickly realizing why it was happening, the adjustment hasn’t been easy for me.

My poorly geared Warlock main hanging out with The Traveler.
“My poorly geared Warlock main hanging out with The Traveler.”

I fully realize I somehow never posted about my (relatively brief) time with Destiny 2 when it launched in 2017, somehow. I’ll leave the in-depth Destiny 2 analysis to the more hardcore players, but the short summary of my experience is that it’s the type of extremely polished AAA shooter experience that you’d expect from Bungie if you’re a Halo veteran, and the single player campaign and PVP modes are both quite a lot of fun. Tie that in with a loot drop system and a heavy focus on multiplayer, and it’s easy to see why people got so addicted to the franchise.

It’s far from perfect, however. I, for one, expected Destiny 2 to be more like the Destiny that Bungie was rumored to developing in the early days, rather than a polished up rehash of the first game, somehow including less of the features that kept players hooked during the later phases of that game’s life. In any case, with no investment in the first game, I feel like I got my money out of it and will be returning soon enough to play through the Forsaken campaign. With no group of friends dedicated to it (interestingly, most of friends who were hopelessly addicted to Destiny 1 bounced off Destiny 2 hard!) and no huge attachment to the endgame systems, I can’t see ever treating it more as just a fun single player campaign set in a multiplayer world at this point, however. I’m fine with that.

Parachuting down in Blackout!
“Parachuting down in Blackout!”

Finally, Call of Duty: Black Ops 4 launched and, as planned, I played the absolute hell out of it. Much to my surprise, Blackout mode wasn’t actually where I spent my time though. While I stand by my opinion that this new battle royale mode is quite good and a worthy addition to the franchise, I found it somehow much less forgiving than Player Unknown’s Battlegrounds. In PUBG, it was always fairly easy to drop into an area and get looted up before having a conflict with the enemy, and those conflicts were usually fairly tactical when they did happen, but in Blackout I feel like I’m usually finding myself in furious engagements almost immediately, often before I’ve even found a firearm, and they often feel desperately frantic (and not in a good way.) Solo mode feels fairly good in this respect, though I much prefer playing battle royale games with a group, and squad mode feels far, far too hectic. Duos seem to be the sweetest spot to me. The biggest issue though, is that somehow the draw to hop back in and try again, especially after a terrible, frustrating loss, just isn’t there in Blackout, while being one of the most interesting parts of the PUBG “special sauce.” I’m not quite sure how to explain this, but it’s not just me – almost all of my group has also bounced off of Blackout, and from some posts I’ve read, we don’t seem to be alone in this. It’s a bit of a head-scratcher.

On the flip side, I got utterly hooked on playing through the normal multiplayer modes, especially team deathmatch. I don’t think I’d played Call of Duty multiplayer since Modern Warfare 3 in 2011 and I still find the multiplayer of Call of Duty to be quite a lot of fun, with the progression system giving me just enough of a carrot on a stick to keep me addicted to leveling up my character. This time around, I’ve actually stuck with it long enough to max out quite a few weapons and “prestige” my main account at least once now. I’ve even taken to playing in “hardcore” mode which eliminates most of the disparity between different weapons and weapon types (I fucking HATE getting “shotgunned” with a “no scope” 50 caliber sniper rifle shot… ffffuuuuu!) and changes the balance of firefights quite a bit in general.

Lining up a kill shot in Hardcore.
“Lining up a kill shot in Hardcore.”

While I did eventually grow tired of the churn of Call of Duty’s multiplayer, as I always do, and I’m finally considering returning to the slower, more tactical gunplay of PUBG, I legitimately hadn’t been this addicted to a “normal” deathmatch type gamemode in PC game for so long I can’t even recall when it might have been. All in all, despite not dedicating my time to Blackout like I’d planned, Black Ops 4 has still been money well spent.

It was a busy several months of game hopping, and every game I’ve mentioned I’ll definitely consider going back to at some point in the future. For now, I’ll likely dedicate my time to more and more single-player experiences, particular those that have been stuck in my backlog for far too long, while desperately being on the look out for the next multiplayer experience I can hop into with my crew.

By the time I finally got around to editing this and posting this, I hadn’t played any of the games mentioned in quite some time. I had to begrudgingly re-install Destiny 2 to get screenshots, which means I’ll probably be heading back to play Forsaken much sooner than expected. On the flip side, hopping into Black Ops 4 to play a few more rounds of multiplayer for screenshots felt great, and I was a little sad to have to resign myself to uninstalling it. That’s possibly the best complement I can give it.

Side note: New year and a new, slightly larger thumbnail image size! Rejoice!

Lost in Erangel (…And in Space!)

This entry is so massively overdue that I’m honestly not sure where to even start at this point, so I’ll just dive in. Apologies if this is a little more “stream of consciousness” than my normal posts.

I started playing PlayerUnknown’s Battlegrounds (AKA “PUBG”) in early April, after an old friend from the TPG days and I linked back up and he mentioned being eager to start playing it with friends. Coincidentally, one of my favorite, randomly discovered YouTube channels, FUBARBUNDY, which is usually dedicated to antics within DayZ, posted a video of some PUBG action. I actually first became intrigued by the idea of this style of game after watching another FUBARBUNDY video in which he played the similar (and related) H1Z1: King of the Kill. I hadn’t seen anything quite like either game. They took some of the core ideas of DayZ and other, similar survival games, and gave them a mega dose of adrenaline.

Lying in wait.
“Lying in wait.”

I didn’t mentioned it here, but I did very briefly dabble in DayZ. Only very briefly. I’ve been interested in the game since the early days when it was still a mod, but resisted trying it out, afraid that I’d either hate the harsh playstyle of the game, or become absolutely addicted to it. Again, I largely have FUBARBUNDY’s insane videos to blame for my more recent bout of interest. In DayZ’s case, it was for making the game look far more interesting and dynamic than it actually tends to be. That said, I loved the immersive feel of the world. Exploring the desolate, empty landscape, and the possibility of running into other players was endlessly intriguing, but I didn’t like dealing with zombies or wildlife, or how all of my minor injures started to add up until my focus had to shift from the seemingly impossible task of finding guns and ammo to finding first aid and medical supplies, or how most of the time when you do run into another player it doesn’t lead to teaming up, or an interesting conversation, a stickup, or anything besides a well placed bullet from afar. I took several stabs at it, but in the end the pace was just far too slow. PUBG though? It’s like DayZ for impatient people.

Scoping out a compound before I approach.
“Scoping out a compound before I approach”

Now, most people reading this will already be familiar with PUBG as it has become a bit of a phenomenon since it was released into Steam Early Access. Just in case though, here’s a quick summary:

You and 99 other players are air dropped onto a deserted island devoid of much outside of a disturbing amount of guns, ammunition, body armor, medical supplies, and the occasional vehicle. Your goal is to be the last person left alive. So, at it’s core you have a death match across a huge battlefield with an element of looting and survival tacked on. It’s not some bizarre social experiment though, games could last hours without something to give them a little more focus. Instead, inspired by the likes of Battle Royale and The Hunger Games, players are constantly being funneled closer and closer together, as the playable area of the map constricts, eventually forcing anyone left to end up in extremely close quarters. Because of this, matches tend to be over within 40 minute or so, and (more likely) much, much quicker if you die earlier on in the game.

Pro tip: Don't skimp on fashion.
“Pro tip: Don’t skimp on fashion.”

That is one of the strengths of the gameplay model: total, brutal elimination. The number of players left alive is always displayed in the HUD, and is constantly dwindling down. Thanks to a damage model erring on the side of “realism”, you can die very quickly in this game, and you, without a doubt, will. You will have bad games that end in someone beating you to death within the first few minutes of the match, you will have bad games in which you fully gear up, only to find yourself ambushed as you make your way across the map, all your progress vanishing in seconds, and you will have bad games when you make it to the very end of the match only to be outgunned with only a few other players left alive. The game is so brutal that I’m honestly surprised it gets as much love as it does. There’s something really special about the gameplay loop that just keeps you coming back though, and on those rare occasions when you do actually win? Amazing.

Running through the hay fields.
“Running through the hay fields.”

Besides the frustration associated with taking a lot of inspiration from its earliest incarnation as an ArmA mod, tending to lean a bit more towards “realism” in various areas in addition to the aforementioned damage model, the effect of “RNG” on each match is also often a topic of out of game discussion. Where you can land, who lands with you, what items and vehicles you find around you early on, and where the playzone constricts to are all vital to your success. In fact, many of my best matches have been, not coincidentally, when the playzone ended up focusing the fight in the location I was already in, allowing me to spend more time on gearing up and fighting than traveling. Likewise, many of my worse matches found me traveling far across the map, often slogging it without a vehicle, and desperately lacking good gear.

Expect to meet strange men in their underwear, and shoot them.
“Expect to meet strange men in their underwear, and shoot them.”

So I’ve been playing this game for something like 5 months now which begs the question “what do I like about it?” Well, I actually really enjoy the semi-tactical gameplay, with more realistic handling weapons, including quick time-to-kill, and the ability to move stealthily, or lay prone in wait. Like the ArmA series, I enjoy the wide-open battlefields and the tactical scenarios that kind of freedom can provide, including a nice mix of long range and CQB engagements. I also really enjoy sneaking around and loot old buildings, which is something I’m apparently just into. *cough* State of Decay *cough* I enjoy the intensity of having to spot enemies on the distant horizon and pay attention to the sound of their movements close around you. I also really enjoy the camaraderie of playing these matches with other players when in duo or team matches – being able to work as a team under these conditions is a lot of fun, especially with the added component of being able to revive your fallen teammates, massively altering your priorities versus playing solo.

Proof that I've won at least one match in my life.
“Proof that I’ve won at least one match in my life.”

This game has, no doubt at all, sometimes frustrated the hell out of me. My friends and I have gotten into arguments and left sessions annoyed and irritable on far too many occasions. Yet, at the same time, I’ve also made some new friends and relished practically every “chicken dinner” (PUBG slang for a win) I’ve been able to score, whether I was instrumental in the win or carried by my teammates. With the game continuing to improve with every update, I’m glad I decided to take the plunge. I really don’t know how long its legs will continue to be for me, but I’ve already gotten my money out of it at this point.

Journey to beautiful solar systems...
“Journey to beautiful solar systems…”

Another game I’ve been playing lately is Everspace. Everspace is a cross between an old school, semi-arcadey space sim (think the Wing Commander series, Freespace, etc.) and a rogue-like. You journey from sector to sector exploring randomly generated systems filled with loot, enemies, and other resources but when you die, you die, starting over from scratch. Well, as these things go in rogue-likes, mostly from scratch; you retain any cash you gained in your run which you can spend on skill tree upgrades, and some other special items, such as crafting blueprints, that will also help you in future runs.

...and shoot everyone in them!
“…and shoot everyone in them!”

Not only is it fucking beautiful, but this game has also proven to massively addictive. Your ship controls excellently, even on a controller (I’m playing the Xbox One version) and the space combat is just deep enough to be fun and, at times, a little challenging. My only real complaint is that I wish there was a bit more variety to the random areas and enemies, or even some crazy random scenario ala another space themed rogue-like, FTL: Faster Than Light, as I’ve already hit a bit of a wall with it. Honestly, that’s fairly typical with how I play rogue-like style games, so I can’t cast any blame there. Even still, it served me well in allowing me brief but highly appreciated vacation into the space combat genre and I’d highly recommend it to anyone who is a fan of the genre.

Oh, and for you VR types, the PC version has Vive support!