Tag Archives: PC

80 Years of First Person

I was as surprised as anyone to hear that Battlefield 1 was, in fact, really fucking good. Battlefield Bad Company 2 was the last of the franchise I got into, avoiding Battlefield 3 and Battlefield 4 due to hearing about how shitty they were at launch. Yeah, I’ve heard Battlefield 4 has improved massively since then, but sometimes a bad launch is enough for me to pass over a game entirely. Still, Battlefield 1942 is easily one of my all time favorite online games, and one I have some amazingly fond memories of, and Battlefield 1 has, to some degree, rekindled a bit of what made me love the series in the first place.

Doing a little scouting for Lawrence of Arabia in BF1's single player campaign.
“Doing a little scouting for Lawrence of Arabia in BF1’s single player campaign.”

So what does it do so right? Well, first it has a fun mini-single player campaign that serves as a nice introduction to some of the basic systems of the game, such as flying a plane, driving a tank, riding a horse, and of course running around on foot. While not incredible, it’s presence is definitely appreciated. Next, the graphics and sound are just great: very epic, with detailed, varied environments, awesome particle effects, it’s exceedingly immersive, and I’ve been literally wowed by how intense being caught in the middle of the (frequently extremely chaotic) firefights can feel on more than one occasion as a result. Adding to that, the maps feel nicely dynamic thanks in large part to a return of the type of large scale destructible terrain/buildings we had in BC2, and then some, the introduction of behemoths, and a dynamic weather system. Absolutely great!

I admit I don’t play THAT much and outside of a couple of epic Rambo rounds and individual moments I’m not exactly a pro at the game. I’m usually either on foot (Support being my current preferred role due to a fondness of these old LMGs) or riding along in a tank most of the time. I really like the balance between infantry and vehicles, with tanks feeling intimidatingly tough but far from invulnerable as infantry, and capable for lasting a long time if played intelligently as a tank crew. Despite being sniped by a skilled bi-plane pilot or vaporized by a bomber on many occasions, planes also don’t feel like total ownage to be up against either. I still get owned by snipers way more often than I’d like, but the scope glint is quite helpful when you have the opportunity to exploit it.

The infamous B.A.R. in action.
“The infamous B.A.R. in action.”

Outside of the occasional annoying sniper and/or artillery barrage ruining my day, one of the only things left to complain about how is how virtually everyone is running around with an automatic weapon – it definitely feels more like a World War II game to me most of the time, which has me daydreaming of a proper modern day sequel to Battlefield 1942. For the moment BF1 has totally unseated Planetside 2 as my go to online FPS, despite it not having nearly the pick up and play potential, given that a normal round of Conquest is going to take at least 20 minutes. Still, if I have 20-30 minutes free, I’m often compelled to jump into a game of BF1 instead of playing anything else.

Speaking of playing something else, I finally got around to checking out indie darling Gone Home. Despite all of the flak it got for being a “walking simulator” the premise of a short, narrative, exploration based first person game was appealing to me. That, and I was familiar with Steve Gaynor, the designer, from his time with the Idle Thumbs crew and his work with Irrational.

WW1's massive tanks are quite a lot of fun too.
“WW1’s massive tanks are quite a lot of fun too.”

In case you’re somehow unfamiliar with Gone Home, the premise is that your character arrives at her family home after being away for quite some time to find it empty. As you begin poking around you start to find various clues as to what has been going on in the lives of your family members, particularly your younger sister, since you’ve been away. That’s essentially it, in a nutshell.

At first I was fairly underwhelmed by the game’s minimalist, oddly scaled graphics. For a game that takes place entirely within a single family home it seemed like the developers could have done a bit better with making this actually feel like a real house. Despite that, I soon found myself captivated by the mundanity and the mystery of it all.

Sifting through every unremarkable artifact of everyday life for some tiny clue as to what has been going on probably won’t sound captivating to anyone but the most perverse voyuers reading this, but enough of the old bills, letters, and notes you find are peppered with intriguing details that it somehow works. Soon you find yourself digging through every interactable object you can looking for a new clue, another answer. A storm rages outside, adding a creepy layer to the already slightly off-putting feeling of sneaking around in someone else’s house. If it weren’t for frequent references to your family and the game’s mid 90s setting, I might have felt like I was in some sort of film noir style detective game.

Gone Home looks even worse next to BF1, but don't judge a book by its cover.
“Gone Home looks even worse next to BF1, but don’t judge a book by its cover.”

As for that mystery, early on I found myself trying to figure out what question I was even trying to answer, and without spoiling too much, let me just say that I felt like I knew a lot about where Gone Home’s plot went from hearing about it on various podcasts and the like, yet I still found myself questioning what was REALLY going on up until the very end of the game. Unfortunately this wasn’t helped by the fact that I somehow managed to miss a giant portion of the narrative which made the end seriously confusing. Admittedly, I doubt many people had that issue, as if you follow all of the clues properly you’re going to be finding almost everything, and in the correct order, but it still frustrated my particular experience. Regardless, as it unravels the story feels incredibly intimate and personal, which is likely the game’s biggest single strength.

I’ll have to stop myself before I spoil anything and just say that if you think you’d enjoy a quick, exploration heavy game then it’s hard not to recommend Gone Home. There’s something special about the game that comes together to feel like more than the sum of its parts. I’ll definitely be on the lookout for other, similar games in the future, including Fullbright’s next game, Tacoma.

Now it's Gwendolyn turn to put her adventuring hat on.
“Now it’s Gwendolyn turn to put her adventuring hat on.”

Finally, a quick update. While putting together my last post I discovered that King’s Quest had a short Epilogue episode in which you play as Gwendolyn, Graham’s granddaughter. The concept of passing Graham’s spirit of adventure from onto Gwendolyn was a major point of the overarching plot of King’s Quest, so a quick teaser episode that has you adventuring as her before a full on, follow up series is totally logical. What’s less logical is that it is only available to those who bought the “Complete Collection” package, not to people who bought the episodes piecemeal or bought the season pass like I did. Lame, very lame. I had to settle for watching a walkthrough of it on YouTube. Thanks guys… 🙁

The Tale of Garn Chapter 53

Warning: potential main quest spoilers ahead!

From Garn’s recollections:

The Great Gate

Finally arriving back at Cloud Ruler Temple I found Jauffre and Martin along with Baurus and a few other senior Blades gathered in the great hall. It seemed that I had interrupted a tense discussion which they were quick to invite me into. Martin, it seemed, had hatched yet another plan. The final reagent needed for the dark ritual that would help create a portal to Mankar Camoran’s paradise had been learned – a great sigil stone. Unlike the sigil stones I’d been using to close the Oblivion portals up till then, a great sigil stone could only be found in great siege portals like the one reportedly used to destroy Kvatch. I hadn’t encountered one of those yet but from the information we acquired from the Mythic Dawn’s spies we knew that they were plotting to bring one to Bruma.

Good for us, not so good for Bruma.
“Good for us, not so good for Bruma.”

That was Martin’s plan, it turned out. We needed to stop closing all of Oblivion gates around Bruma allowing them to create a combined passage between our worlds large enough for a great Oblivion gate to open. The Blades were not extremely happy with this plan. More troubling still, Martin demanded to lead the defense against the invading Daedra himself. There was no talking him out of it, nor were there any other plans on the table, and so we made the short ride down to Bruma to share Martin’s plan with the Countess.

Martin and I attempt to convince Bruma's Countess to let us destroy her city.
“Martin and I attempt to convince Bruma’s Countess to let us destroy her city.”

Meeting us at the Chapel of Talos, Countess Narina Carvain was not so pleased with the plan either. If we failed to hold back the Daedra swarming through the gates, or worse yet, we failed to close the great gate before it could begin its siege of the city, Bruma would take significant losses if not be utterly destroyed. Quite a gamble, but the Countess guessed Martin’s identity quickly enough. Bruma had a long history of working with the Blades of Cloud Ruler Temple and she deduced that he must be the new emperor. She also knew me from my work for Bruma in the past as well as my reputation as the leader of the Fighters and Mages guilds and my victories as the Divine Crusader since. Of course she also knew of no other, better plans to end the Oblivion Crisis and quickly made her decision. She was completely behind us.

As we left the chapel a great crowd of citizens, refugees, and reinforcements from other cities had gathered around the chapel. The Countess silenced the rabble and made a brief speech, announcing that we were at the beginning of a new era, the end of the Oblivion Crisis, and the start of the reign of Martin Septim. The crowd exploded, chanting Martin’s name as we continued to the city gates.

Outside of the city the majority of the Blades, a large portion of Bruma’s guardsmen, and the reinforcements sent from other cities, the guilds, and knights and warriors from all over Cyrodiil gathered and prepared for battle. Martin made an impressive speech, rousing the combined force and underscoring the significance of the moment. This could be the pivotal turning point in which the empire, and indeed the rest of Tamriel, would be saved from the enslavement of Mehrunes Dagon.

Martin Septim takes a fireball directly on the chin. Ouch.
“Martin Septim takes a fireball directly on the chin. Ouch.”

A new Oblivion gate appeared nearby and in an instant the battle was on, as swords were drawn and bows were raised. All manner of Daedric soldiers, creatures, and constructs started to trickle through and immediately sought to break our lines. A massive fireball flew from a powerful Xivilai mage and landed almost dead on Martin. I was quick to shield and heal him with my restoration magic but it was a close call that did little for our force’s morale. Soon a second gate appeared, and then a third. The battle was utter chaos, with many guardsmen falling all around us. The line was being held for the time, however.

That was about the time the great gate appeared. As wide as a city wall and taller still, the great gate dwarfed the horizon. Many of us stopped and stared in awe at the fearsome sight, temporarily forgetting that we were fighting for our lives. I was snapped out of the moment by Martin, frantically yelling over the clash of battle to tell me to get to the gate. I had no time to waste, I had to find the great sigil stone before the great gate spilled it contents onto Bruma.

Dremora doing their part to slow my progress to the top of the tower.
“Dremora doing their part to slow my progress to the top of the tower.”

Raising my shield and charging my way past a unit of heavily armored Dremora soldiers I entered the gate. I arrived on the other side to find myself facing a siege engine armed with a massive cannon the likes of which the most talented machinists and mages in our world had never dreamed to construct. These engines could raise Bruma’s walls effortlessly and I was sure they could just as easily continue onward to the Imperial City. As the machine slowly lumbered forward towards the portal I darted to one side of it to look for a way into the sigil tower. After a brief climb I snuck up behind an unsuspecting Dremora patrol, blasting one of them with an electric bolt and running another through with my longsword.

Well this doesn't look good...
“Well this doesn’t look good…”

Inside the sigil tower I found a similar arrangement as other Oblivion portals and began my ascent. While this tower seemed more heavily guarded than most, and many of the guards seemed to be better fighters than most of the Demora I’d encountered previously, my urgency and aggression caught many of them unprepared and soon I found myself standing in front of the great sigil stone. With a huge heave I pushed the stone from its pedestal and was instantly blown back by the resulting explosion.

Aftermath of The Battle of Bruma.
“Aftermath of The Battle of Bruma.”

I awoke to two Bruma guards pulling me to my feet, dusting me off and checking for wounds. I was back on the snowy fields outside of Bruma. I was alive. The less fortunate lay strewn all around us in such quantity that it was hard to make out which side came out worse. The great siege engine I had dodged as it lumbered towards to portal had evidently made it only partially through, with the front half of the huge construct resting in our world, the rest seemed to have been sheared clean off when the great gate suddenly closed. While I couldn’t locate Jauffre or Baurus, Martin came running over to greet me. There was no time to count our losses, we had to get the Amulet of Kings and stop this invasion once and for all.

The Tale of Garn Chapter 52

Warning: potential main quest spoilers ahead!

From Garn’s recollections:

What Lies Beneath

I returned to Cloud Ruler Temple to deliver my report but Jauffre was nowhere to be found. My at least partial success with petitioning Cyrodiil’s cities for reinforcements was already evident though, as small groups of guardsmen were already starting to arrive in Bruma. I turned my attention to Martin, interrupting him in his makeshift study in the great hall. Martin excitedly revealed that he had deciphered the next component required for the ritual, blood of the gods. Blood of the gods? This seemed even more farfetched than Martin’s earlier unlikely request for Daedric artifacts since the Aedra rarely show themselves in any sort of tangible form and have few artifacts directly associated with them. I was bewildered, but Martin and Jauffre had already come up with a plan.

Talos was the key, of course. Having ascended from a mortal, Talos left behind relics and yes, maybe even blood. Martin directed me to Jauffre for the details. I found Jauffre sometime later, riding up into the stronghold from personally reviewing the state of Bruma’s defenses. He pulled me into the then deserted armory to explain the plan.

Honestly not sounding like an ideal vacation spot, Jauffre.
“Honestly not sounding like an ideal vacation spot, Jauffre.”

There was an ancient city fortress called Sancre Tor of which only a ruin remains. Far below the ruin in the catacombs beneath lies the tome of some of the first emperors of Cyrodiil and a shrine to Tiber Septim erected by the first of the Blades. On the shrine lay one of their most precious holy relics, the Armor of Tiber Septim, said to be splashed with Tiber Septim’s blood. He assured me that while it may sound unlikely that such a priceless relic had not been looted the tomb almost certainly remained undisturbed. For a great many years the Blades made regular pilgrimages to the tomb, until something else arrived.

Jauffre didn’t know what, or how, but an evil presence took possession of the ruin of Sancre Tor after which none who entered ever returned. The Grandmaster of the Blades at the time had the catacombs sealed and Sancre Tor not only fell into further disrepair but was all but forgotten by anyone outside of the order. Jauffre handed me the key and cautioned me about underestimating the threat this presence posed. Many highly regarded Blades had fallen attempting to cleanse the shrine before the decision was made to close off the site.

Approaching Sancre Tor at night.
“Approaching Sancre Tor at night.”

The ruin rested on a quiet hillside at the base of the Jerall mountains, west of Bruma. I paused to enjoy the serenity that this much deserved moment of peace brought out in me then drew my sword and slid Jauffre’s key into the humongous, reinforced doors that protected Sancre Tor.

A thick, choking dust hung in the air of the long abandoned corridors, and the absolute quiet was disturbingly eerie. Once I got deeper into the catacombs I began to encounter ghosts, wraiths, and all manner of undead, but nothing I hadn’t encountered before, and not in staggering quantity. Soon, though, I discovered my first challenge. I entered a room with a large, open chamber in it to find myself being charged by a skeletal warrior. Reanimated dead of many varieties are common in such ancient, haunted places, but as we traded strikes I noticed something peculiar about this one: he used the Akaviri sword of the Blades, and fought with more precision than most undead could muster.

Two mighty Blades square off, though I at least have the advantage of being alive.
“Two mighty Blades square off, though I at least have the advantage of being alive.”

Once I had dispatched my foe the spirit of man dressed in full Blades garb rose from the its shattered remains, turned, thanked me for freeing it, and seemed to turn its attention towards going somewhere else. When I was briefly able to gain the spirit’s attention to try to learn more he told me that he and three other Blades were sent here to investigate what had defiled the catacombs. They learned that it was the Underking, there to seek vengeance on Tiber Septim for some sort of perceived betrayal. After defeating them the Underking had cursed the spirits of the four dead blades to remain in Sancre Tor forever, guarding it from any living being who dared enter. The Underking himself had long since fled, but the spirits of these Blades were stuck there. I could hold the spirit’s attention no longer and he continued on his route. Walking with him, he arrived at a massive chamber with a series of tunnels that jetted out from its center like the spokes of a wagon wheel.

Burning Blade? Sorry.
“Burning Blade? Sorry.”

As I explored more I discovered yet another one of these undead Blades, who also returned to the center chamber. Following him more closely, I noted that he joined the other in a room with a more ornate entrance than the others. As I entered I could immediately tell that I was in the oldest part of the catacombs and that these tombs were of some significance. The two spirits knelt in front of a massive, decorative door, a magical barrier blocking passage through it. I immediately turned around to seek out the other two spirits, hoping the magic that blocked the doorway was somehow related to the magic the bound these spirits in place.

Lifting the curse.
“Lifting the curse.”

In time, after exploring more of the maze-like catacombs, I found and defeated the remaining two undead Blades. As predicted, the spirits took their place in formation around the doorway, raised their swords one last time, and vanished. With them, the barrier also disapparated. I entered the shrine, which hadn’t been seen by mortal eyes in an age, and carefully picked up the Armor of Tiber Septim.

Jauffre couldn’t believe his eyes when I presented him with the holy relic and soon a large gathering of Blades formed around to stare in awe at it. Some even began to pray, hoping for a blessing from Talos, perhaps. Martin, on the other hand, was all business. He had discovered another of the components, and soon I was on my way to Miscarcand.

You two should really start a travel agency. Seriously guys.
“You two should really start a travel agency. Seriously guys.”

Miscarcand, Martin told me, was an ancient Ayleid city, one of their capitals long, long ago, and one of the few Ayleid ruins rumored to still possess a Great Welkynd Stone. I was familiar with Welkynd Stones, as were all adventurers and treasure hunters, as the valuable, glowing stones are rare but notable finds in most Ayleid ruins, and both collectors of Ayleid artifacts and arcane magic users had an interest in acquiring them. Still, this was a Great Welkynd stone – larger, more powerful, and incredibly rare. The only problem with Miscarcand, and indeed, why the stone was still likely there, was that it was known to be fiercely guarded by the undead lich form of its last ruler. I was not excited, but with the mounting tension surrounding the plot to attack Bruma and the Martin’s efforts to stop the Mythic Dawn, it had to be done.

Luckily, I knew precisely where the ruin was as I had plotted its position when mapping out the province so long ago so it wasn’t long before I set off on the long journey down south. Upon reaching the site and exploring the scattered above ground ruins I was surprised to find my foes primarily consisting not of undead, but of goblins! A tribe of Bitterfish goblins had taken up residence in the ruin and most definitely objected to my presence there. They were of little consequence, as their primitive arrows bounced off of my armor and after demonstrating my power by hurling a massive fire blast near a small group of them they mostly left me alone.

Turf war in Miscarcand.
“Turf war in Miscarcand.”

Inside the ruin I found more of the goblin tribe attempting to make it their home, but deeper down I also found the expected undead minions driving them back out. Skeletons and zombies in high numbers made me suspect the rumors of a lich living in this place might indeed be true but I hoped I could avoid finding out all the same. More importantly for now this power struggle within Miscarcand occupied both sides, allowing me to explore much of the ruin without conflict.

Great...
“Great…”

After searching for quite some time I eventually made my way to the deepest level of the old city, finding it suspiciously quiet. An intense icy blue glow illuminated the entire center of the largest chamber and after carefully making my way over to it I confirmed a Great Welkynd stone was indeed the source of the light. Lifting the stone from its crumbling metal holder I could feel a pressure plate of some sort raise up from beneath it followed by the sound of a chain running and a distant stone door sliding open. It was too dark by then to try to figure out what I had triggered but at least it didn’t seem to be a trap.

Moving in for the kill.
“Moving in for the kill.”

As quickly as I could stash the stone it was on me – the powerful lich flew towards me, hurling all manner of deadly offensive spell at my direction in quick succession. Despite its strong offense I was able to dodge or deflect most the lich’s attacks and when I finally managed to land my own, be they spells or strikes from my blade, they seemed to inflict quite a lot of harm to the cursed abomination. Diving behind a stone pillar, only poking my head out to hurl the occasional fireball at it, I waited for the lich to try to face me up close. As it approached I sprang from my cover and with all of my might I cleaved my blessed Crusader’s sword deep into its shoulder. It threw its head back, dropping its staff in agony. In two swiftly chained motions I kicked the lich off of my sword and made a second massive downward swing into the exact same spot, slicing yet deeper still. Its unnatural glowing eyes faded into darkness of the now pitch black chamber.

I left the ruin, Martin’s new Great Welkynd stone in a sack tied to my saddle, and the fate of Bruma on my mind…