Star Wars Battlefront II - title

Dang, I was really hoping to get this one out before the end of the year...

Thanks to previews, journalists, and complaints from beta users, this is yet another game that I knew better than to buy on launch day at full retail price. Even before the game came out, beta players and gaming websites were already condemning Battlefront II for its pay-to-win multiplayer system. When the media finally got their hands on preview builds of the full game, they were quick to attack the online progression system. Once the game was released, public outcry forced EA to literally neuter the game's online economy.

Slot machines are legally required to disclose
their paytables -- and sometimes their RTP.

EA started damage control by slashing the prices of heroes so that they supposedly weren't as much of a grind to unlock. However, the sneaky bastards also reduced the rewards for various in-game activities (such as completing the campaign), so as to render the cost reduction virtually moot. Then, EA disabled micro-transactions altogether. So by the time I finally started playing the game (over a month after launch), it was a totally different experience than it was intended to be at launch.

Star Wars license-holder Disney was furious with EA for potentially tarnishing the Star Wars brand (especially with the pending release of The Last Jedi). EA's stock prices fell as a result.

Battlefront II has actually caused law-makers and regulatory agencies in the United States and Europe to consider whether loot boxes qualify as "gambling", and whether they should, therefore, be regulated as such, including banning their sale to minors. Corporations are also starting to hop onto the bandwagon of self-regulation. Apple announced that all iOS apps with randomized micro-transactions must disclose the odds associated with rewards. This is the same disclosure that is actually legally required for actual gambling, such as slot machines.

For the record, I do not object to gambling per se. I actually bet every week on college and NFL football. Don't worry, I live in Nevada; it's legal for me. I spent almost three years working as a game developer for a slot machine manufacturer, and the only reason that I'm not still at that job is because the entire department in which I worked got laid off in the wake of a corporate merger (I'm actually very bitter and opposed to corporate mergers, by the way, but that's a discussion for another time). So I don't have a problem with gambling. I just think that it has a time and a place, and I don't want that time or place to be in my video games that I'm already paying $60 just to play. This is why casinos don't generally charge a cover fee.

I personally feel that Shadow of War and Destiny 2 are much more egregious examples of corporate avarice.

Also, for the record, I think that Battlefront II's micro-transaction controversy is a bit overblown. It's an online multiplayer shooter in which there is no win condition or end state. Whether you want the extra hero characters, and whether you're willing to spend time or money to get them is entirely up to the player's own whim. The game is perfectly playable without those heroes, and you can play through the campaign completely without spending an extra penny. It's a bit sleazy that EA markets the game by advertising these characters, and then locks them behind a grind/pay wall, but fighting games have been hiding unlockable characters behind grind-walls for decades.

Battlefront II isn't even the worst micro-transaction / pay-to-win system to come from EA! EA Sports titles like Madden and FIFA have been getting away with much worse pay-to-win systems (via their respective Ultimate Team modes) for years. Personally, I also think that Shadow of War (review coming very soon) has a much more offensive micro-transaction model because Warner Bros actually tied it into that game's campaign. If you want to finish the story, you either have to sit through the grind, or pay to speed it up. Though all of these pale in comparison to Activision and Bungie locking formerly-accessible end-game content behind the pay-wall of a Destiny 2 expansion pack.

In any case, it's sad that a review of a video game has to turn into a political op-ed, but that's the sad state of things right now.

Controversy and public outrage forced EA to completely disable in-game purchases.

So, if I knew that the game was controversially terrible, why did I bother to play it? ...

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Call of Duty: WWII - title

I haven't played a Call of Duty game since World At War on the PS3 almost 10 years ago. I really liked the first two CoD games on PC, but after Infinity Ward stopped developing the games, they increasingly focused on spectacle rather than any attempt to accurately portray war. After throwing back more enemy grenades in the first mission of World At War than were probably ever manufactured in all of World War II (I'm exaggerating a little bit), I got sick of that game and basically gave up on the franchise.

After having a little bit of fun with EA's Battlefield 1, I decided to pick up a used copy of Call of Duty World War II from eBay. I was curious if the return to World War II would be taken a little bit more seriously by Activision. It wasn't. This is the same old stale Call of Duty that I've been actively avoiding for the past decade. The single-player campaign didn't do anything to pull me in.

A light-gun shooting gallery

Probably the biggest problem with the campaign is just how rote and repetitive it feels. Almost all of the game's missions boil down to moving from one shooting gallery to another. When you aren't in an outright combat tunnel (like a bunker or trench), you're only given about a hundred feet of lateral space to work with. The whole game feels very confined and small in scale, with very few opportunities for any tactical movement such as flanking maneuvers. Just sit behind cover and pop out to take a few shots, then repeat. It might as well be an on-rails shooter, or one of those pop-out-and-shoot light-gun arcade machines like Time Crisis. I wonder if this was maybe done to make the game work better in VR? Maybe they wanted to reduce the amount of movement so that players don't get motion sick? But it's not VR, so it just comes off as lazy and tedious.

Almost all the missions boil down to moving from one narrow shooting gallery to another.

Even when the game tries to do something a little different, it usually still finds a way to make it uninteresting, or to outright get it wrong. There are some stealth mechanics shoe-horned into the game -- because of course there's stealth mechanics. They are rudimentary and very unforgiving. It's clear that certain segments are intended to be played stealthily, but you just don't have the tools necessary to make it work, and the levels aren't designed very well for stealth. Your limited field of view makes environmental and situational awareness very difficult. It's hard to tell where enemies are, and it's also hard to tell if your'e hidden behind cover. Even if you are effectively hidden, you can't peek out of cover to monitor the enemy's position or movements.

After stealth killing one or two enemies, I almost always got caught and was forced into more shoot-outs. Many of these scenarios involve the player being isolated and usually disarmed, so that you don't have the firepower to easily deal with a shootout when it inevitably happens. Put simply, the stealth is only barely functional and might as well not even have been included.

The undercover "Liberation" mission is the only level that is actually built around stealth.

The only stealth level that worked was the undercover "Liberation" mission with the Marquis (which you mostly play as a different character). ...

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Demon's Souls - title

Rumors of a Demon's Souls remaster or remake have been floating around for a while now (as have rumors of a sequel). I have mixed feeling on the idea of a remake/remaster. On the one hand, Demon's Souls is one of my favorite games ever and may represent the peak of the series. Naturally, I want more people to play it and recognize its brilliance.

On the other hand, my fondness for the game means that I am hesitant to allow anyone to modify the game at all. After suffering through the abysmal Silent Hill HD Collection, I have strong reservations about any game remastering. Even the announced remake of Shadow of the Colossus has me on edge.

Matthewmatosis has posted an excellent retrospective look at how the subsequent
Souls games failed to live up to Demon's Souls' brilliance and originality.

Sadly, a remaster would probably mean that the servers for the original game would finally get shut down. But I guess having a replacement would be better than having no Demon's Souls at all...?

So with Dark Souls having come to its end with its Ringed City DLC, I've been thinking a lot lately about what I might want to see in any potential Demon's Souls remake or remaster -- if it were to happen.

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Battlefield 1 - title

Nobody can make a game about World War I. Trench warfare is too boring. Nothing really happens. There isn't a strong, identifiable villain or good versus evil struggle.

Those are among the many excuses that people made for why all the video games are about World War II, and never about World War I. And then the gaming public and journalists got a glimpse of this:

The teaser trailer for Battlefield 1 was a smash hit.

That teaser trailer was damn good. People were excited. I haven't played a first-person shooter since Call of Duty: World at War, I generally hate online shooters, but even I was excited to try out this game! And other people were hyped about it too.

Now, I never really bought into the idea that World War I was "not video game material". I've long advocated for games to look at all periods of history for inspiration, and World War I is a monumental moment in world history that certainly deserves to be examined by games. The indie market certainly realized this, with games like Valiant Hearts and Verdun. But the big publishers have completely shied away from "The War to End All Wars".

This is a shame. The rapid technological advancements and radically new military tactics that evolved leading up to (and during) the war could be great material to examine in the form of a game. The widescale industrialization of warfare, the complicated politics, and the general fuzziness of the morality of the war are also ripe source material for dramatic storytelling. So it's about time to see this war thrust into the mass market spotlight.

I'd prefer to have seen a strategy game along the lines of Total War; but whatever, I'll give DICE and Battlefield 1 a chance.

UPDATE: 12 MARCH 2018, Better than I gave it credit for:
After having played Activision's Call of Duty: WWII and (especially) EA's Star Wars: Battlefront II, and having talked about it with friends, I have gained a bit of respect for the successes that Battlefield 1 has been able to accomplish. I've started to like it more in retrospect. Not enough to go back and re-play it or try out any of the expansions (yet), but I do feel that I may have been a bit too harsh on the game in retrospect, especially with regard to its campaign vignettes.

I'm not going to change my original review score, but compared to CoD:WWII and Battlefront II, this game probably deserves a slightly higher grade. So keep that in mind as you read the following review. Of all the big-budget first person shooters that I've played in the past couple years, Battlefield 1 is probably the one that I most enjoyed, and it's the one that I would recommend.

The futile indifference of war

First impressions were actually pretty damned good. I was actually really impressed with Battlefield 1's campaign tutorial. It's basically a guided tour of the game's various core mechanics: shooting at enemy soldiers, capturing victory points, piloting vehicles, and so forth. It does a good job of introducing each of these mechanics and systems by jumping the player around between multiple characters in a large-scale battle.

But what really stuck out to me was how the tutorial transitioned between these different set pieces, and how it handled player death. This tutorial is actually surprisingly merciless and difficult. As you complete one set piece, the game gradually (and subtly) increases the threat until it becomes overwhelming and your character dies (or they just kill you after a timer expires), which allows the game to teleport you to the point of view of another character for the next set piece. The dying character's name and birth / death years are shown on screen during the transition, granting that character with a certain degree of humanization.

Battlefield 1: tutorial death
The excellent tutorial emphasizes the indifference and futility of "The War to End All Wars".

Depending on how good you are at the game, you'll go through between half a dozen to a dozen different characters, each with a name and an age. And they all die. The tutorial makes this war look brutal and futile. It even has an almost Dark Souls-like indifference to the player character, killing you without a second thought and forcing you to respawn as another poor, dumb bastard who's about to die for his country, rather than restarting you at a checkpoint until you get it right.

I even wish DICE had gone a bit further by also displaying the character's birth place and maybe even a snippet or two of other biographical trivia. Maybe listing some hobbies, or saying that he was on his high school's varsity football team, or some other little detail like that. DICE settled for just the name and birth / death year, but it's still effective and establishes a very strong running theme throughout the tutorial. The point is a bit undercut by the rapid pacing and by how conventional the actual running and shooting feels. But I still walked out of this tutorial excited by what the rest of the campaign had to offer.

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Soulsborne series

On the Branch Gaming

In my recent time playing Dark Souls for On the Branch Gaming, we discussed several ideas for ways that the game could have been improved. I'm not sure if From Soft will be making any more Dark Souls or Bloodborne games (at least not anytime soon), but if they do, here's a list of some things that I'd like to see them improve. At the very least, we can consider this to be a retrospective, "How could they have done it better?" brainstorm, and any other developers who want to try their hand at a Souls-Borne-style game could maybe try these alternative designs out for their games.

This isn't a wishlist of changes that I'd like to see in specific games. I've already done those for each of the Souls games:

Some of these posts (and the ideas presented in them) haven't aged very well, but I do stand by most of the suggestions offered in the above posts. At the very least, they offer perspective on how my own perceptions of the games have evolved over time.

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More informative UI

The UI is something that could definitely use some work. Each game in the series made minor tweaks to the UI - sometimes improving the overall experience, other times seeming to regress to a clunkier interface. But there are some things that probably should have been present, if not in Demon's Souls, then at least by Dark Souls or Dark Souls II. Some of these things seem so obvious that it boggles my brain that nobody at FROMSoft thought of them. Or maybe they were always items near the bottom of the priority list, that the team simply ran out of time to ever implement.

Collection log

Something that persitently bothered me across all the Souls-Borne games was the intrusive item-pickup notification. That giant, black box sitting almost dead in the center of the screen, partially blocking your view of your character and his or her immediate surroundings, did not need to be there. If you pick up an item in the heat of battle, then having to press X to dismiss it could be just enough of a distraction to get you killed.

Dark Souls - item pick-up
While playing Dark Souls with On the Branch Gaming,
I was reminded how distracting the item-pickup notifications are.

Instead of this big notification box, I propose an alternative: put a smaller notification in the corner of the screen somewhere that vanished after a few seconds. Since we don't want to miss knowing what we just picked up, the game should also include an item-collection log in the menu. Heck, it wouldn't even need to be a separate screen, it could just be a sorting option in the existing menu: sort by recently-acquired...

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Grid Clock provided by trowaSoft.

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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