Hell Let Loose - title

Hell Let Loose is one of the most un-welcoming games for new players that I have ever played -- at least in the modern era of video games since in-game tutorials became common place in the early 2000's. There is no tutorial or practice mode of any kind. For a standard, run-of-the-mill online shooter, that might not be a huge problem. But Hell Let Loose is not your standard, run-of-the-mill online shooter. It's a slower-paced online shooter based heavily around squad tactics, in which death comes quickly from out of nowhere -- especially for players who get isolated from the support of their squad. It requires much greater communication and coordination from players, and it has a complicated role system in which each character class has very specific duties on the field, all of which are required for an army to be successful.

There are various roles, all of which are necessary for victory.

As such, the complete inability to ever be able to learn those roles and how they work is a huge problem! There is a "Field Manual", which explains, in text, the basics of the game and each role. But it's an information overload, and a new player can't really be expected to absorb it all.

There is no tutorial or boot camp,
like in other similar games.

Straight to the front

The developers, Black Matter Party, is a small team, and I know that creating a guided, playable tutorial to explain such a complicated game would not be easy and would require a lot of budget and person-hours to create. Being an exclusively online, multiplayer shooter with no single-player campaign, means that creating A.I. bots for practice is well beyond the scope of the game. But if I could just practice by myself, and be able to freely switch to any role at any time, it would go a long way towards helping to learn the game.

At the very least, the ability to drop myself into an empty offline arena n order to run around, practice each weapon, practice the equipment of each role, and learn the map itself, would be very helpful. That shouldn't be too hard, since a basic offline sandbox mode doesn't require any additional assets, scripting, or A.I. programming. It also probably wouldn't be too hard to drop in some target practice dummies scattered around the arena for me to shoot at, and maybe also some friendly dummies for a medic to practice reviving. I don't see any reason why that wouldn't be doable, even for a small team.

The unfriendliness towards new players likely scares a lot of people away from this game, and its reputation as being un-welcoming to n00bs probably limits the number of players who are willing to even give it a chance, despite the fact that it seems to have garnered mostly favorable critical reviews. This creates a cyclical problem. The low player count means there aren't enough active players to support and maintain beginner servers. Heck, this game is lucky to have more than 2 matches open at any given time. Matches are, thus, dominated by skilled, experienced players, who are able to spot and snipe the less-experienced players from a mile away, before the poor victim has any clue what is going on, or that he or she is even in danger. This makes the game even harder, further pushing away new players, keeping the player-counts small, and further widening the gap between the few dedicated players and the scrubs like me.

Much of my play experience consists of running across fields or forests, and then promptly dying.

Most of my play experience in the first few weeks of play consisted of me running across a field, or through a forest, or into a village, only to be instantly killed by an off-screen opponent. Or if that opponent is on-screen, it's probably just 2 gray pixels off in the gray distance. There's no kill-cam or anything either, so I have no idea who killed me, or where they were. I have no idea what weapon they were using, or whether I was even killed by gunfire or by a grenade Or maybe I stepped on a landmine, or was hit by artillery bombardment or a mortar, or was strafed by a fighter plane. Are those things even in the game? I don't know -- or at least, I didn't know during those early play sessions. If I do get shot, I have no idea what gun my killer was using, whether he was standing, squatting, or prone. Was he was behind cover? Was he was looking down the sights or shooting from the hip? I don't know anything about what killed me.

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Metal Gear Solid V: the Phantom Pain

Are you one of the poor suckers who paid $30-40 for Ground Zeroes and were ready for The Phantom Pain to make up for your disappointment with what was little more than a glorified (and over-priced) demo? I wasn't, because I got Ground Zeroes for free from my PSPlus subscription around the same time that Phantom Pain was released. I was obviously disappointed with the demo's short length, and I didn't bother doing any of the side missions. But since I didn't pay for it, I wasn't as enraged as some other players might have been.

I actually really liked what little gameplay Ground Zeroes had to offer. The Guantanamo Bay arena was well-designed and offered some good infiltration challenge that tested my Metal Gear capabilities. The A.I. was surprisingly competent and adaptive - not so much that I couldn't exploit them occasionally, but still good. The graphics, lighting, and weather effects all looked outstanding. It was a fun experience. Not "forty dollars fun", but pretty fun. At least part of the battle at Mother Base should have been playable, and I didn't like that large elements of the story were hidden away in collectible audio tapes, but whatever.

I got Ground Zeroes for free on PSPlus, instead of paying $30-40 MSRP for a glorified demo.

Ground Zeroes gave me flashbacks to the phenomenal classic Sons of Liberty demo that came packaged with Zone of the Enders on the PS2. At least that only cost me a $3 rental, and I got to play Zone of the Enders too. After Ground Zeroes, I was looking forward to getting my hands on the much bigger Phantom Pain, and was optimistic that it would provide an equally good experience that would be worth the purchase price. Phantom Pain is a very long, very complicated, and very uneven game. So buckle up, friend. This is going to be a long review.

Table of Contents

After having written a lengthy blog post about how open world, sandbox game design almost necessarily puts the game's narrative in a state of limbo, I was amazed to start up Metal Gear Solid V and see the very first mission took my criticisms to heart. Of course, the game had already been released by the time I had written that opinion piece, so I can't take credit for having influenced its development, but it was still refreshing and gratifying. Anyway, in the very first mission, Ocelot tells you that Miller has been captured by Soviets in Afghanistan, has been tortured for intel, and has three days - tops - to live. You must rescue him before that time.

Metal Gear Solid V - three days to rescue Miller
Ocelot gives the player three days to rescue Miller...

At first, I didn't put much stock in Ocelot's claim. After all, sandbox games are notorious for saying that something needs to be done ASAP, but they never have the balls to actually walk the walk and enforce that objective. Until now. When checking my map, I noticed something in the corner that I hadn't noticed in other sandbox games before: an "elapsed time" counter. The game was plainly tracking how long it was taking me to complete the primary mission objective. I treated this timer with a certain degree of skepticism. But sure enough, failure to rescue Miller within the allotted time actually results in a "Game Over"!

This is exactly how I feel that priority objectives in open world games should be handled: make it apparent to the player (through dialogue and/or explicit notification) that an objective is being timed or that it is otherwise a priority, and make sure that there are reasonable, perceivable consequences for failure to achieve that objective within the expected conditions. Then design some early-game quests or objectives such that the player is put in a position in which they can (or must) fail; thus, teaching the player that when the game says "do x or else", the game actually means it. I put down the controller and gave Hideo Kojima a standing ovation. But would this opening mission set a precedent that priority missions must actually be prioritized, and would that precedent stand throughout the rest of the game? Or was this just a one-off occurrence that would not be representative of the rest of the game? Regardless, a tone was plainly set for the rest of the game, and the stakes had been raised.

... Failure to rescue Miller within the allotted time results in his death and a Game Over.

Would this refreshing precedent carry over into the rest of the game? Well, sort of...

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Lifeless Planet

Being someone who appreciates good science fiction and has an interest in real-life space exploration, it's easy for me to become intrigued with any game that promises to let me explore an alien world. Lifeless Planet promised to let me do just that, so it was a no-brainer Steam Summer Sale purchase for me last year, despite the mediocre critical reviews.

The basic premise of the game is that you play as a colonist sent to alien planet thought to be rich in life and habitable for humans. You wake up from cryo-sleep to find your ship has crash landed and your two crewmates are missing. Worse yet, the planet you crashed on seems to be a desolate wasteland devoid of life.

Are you even on the right planet? If so, where's all the life?

Lifeless Planet - badlands
And we're off to find our missing crew-mates and figure out why the planet is lifeless.

From here, you set off to follow the tracks of your fellow crew mates in an attempt to find them and figure out where you are. Things get complicated very early on when you find a long-abandoned Soviet village. Wherever you happen to be, the Ruskies beat you to it!

But this just opens up even more questions: how did the Russians get here? And where did they all go? The mysteries behind these questions are supposed to be the driving force behind the game.

The bulk of the game, thus consists of wandering around the various alien landscapes in search of answers. This exploration requires a moderate amount of fairly trivial platforming, and you stop occasionally solve an elementary puzzle.

Platforming is mostly comfortable and works adequately. You have a malfunctioning jet pack that allows you a small boost to elevate you to higher platforms, jump longer gaps, or soften your fall. I had some occasional problems with the character sliding off of the geometry, and there were a couple areas late in the game that required multiple jumps without stopping that were difficult to control accurately. But other than that, the challenge of the platforming was minimal. The intended route is always obvious, so there was never any question about where I was supposed to go.

Lifeless Planet - jet pack
Your jet pack allows you to clear pitfalls and jump over large obstacles.

Puzzles aren't much more of a challenge. They are almost all environmental or physics puzzles that vary from "find the key" to "put the rock in the hole" to "push the boulders". There's nothing here that a grade-schooler couldn't figure out.

The rest of the game is just a steady walk along the linear paths ...

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Tropico 5

Without a decent, new iteration of SimCity for me to play, I've been looking high and low for new city simulator games in order to scratch that particular itch. I spent a large chunk of time a few years ago playing Cities XL, but never got around to reviewing it (maybe I'll post aretro-review in the future). Cities XL has so far been the best of the bunch and has a very wide scope, but it's developer has folded, and the game has never truly felt complete.

So I've started looking at more niche titles. I gave Children of the Nile and Caesar IV a go a few years ago, and both were pretty good, but just didn't hold me over for very long. So when Tropico 5 went on sale on Steam, I picked it up and put it on the shelf till I took a break from Civ. The game has also been released on XBox 360, and it has also been announced for a PS4 release sometime in 2015, but I've been playing the PC version.

The primary gimmick of the Tropico series is that the player isn't a mayor (as most city simulators claim); instead, you play as a dictator who is granted governorship of a small Caribean island-nation by a European power. It's basically a Cuba-simulator. At the start of a game, you must create a dictator avatar, and that character can have children and heirs in order to maintain your dynasty. From a meta standpoint, this gives much greater justification for the breadth of power that the player has over the development of the city. But this dictatorial theme isn't just a gimmick; the game actually does use it for gameplay purposes.

Tropico 5 - war
Poor management of relations with internal factions and external nations
can lead to revolts and open warfare on your streets.

In addition to balancing workers versus jobs and various citizen satisfaction metrics, the player also has to worry about maintaining your position of power and dealing on the international stage. Much like the Democracy games, the player actually has to win elections in order to avoid losing the game, and so you must balance the favor of various competing factions. It's nowhere near as deep as Democracy, since there's only about four factions (which change depending on the current era), but it does add an extra challenge that a game like SimCity lacks. After all, your mayor-hood in SimCity is indisputable.

It can be hard to manage the favor of these various factions and their members, since it's hard sometimes to tell exactly what is making them happy or unhappy...

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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