Showing posts with label Flying Coffins. Show all posts
Showing posts with label Flying Coffins. Show all posts

Monday, 9 May 2016

Battlefield 1 Reveal Trailer - Historical Jibber Jabber

It's rare I have something drop in from the mystic land of videogames that's so firmly in my wheelhouse as Battlefield 1, the latest iteration in the warfare FPS franchise from Electronic Arts. As I'm busy working on an Esoterror project - more later - I thought I'd use the trailer as a mental cleanser, popping in from time to time to give my thoughts on it when I want a break from the project.

Little is known about the game itself. It's set in the Great War. It's already been revealed that the Harlem Hellfighters, the black American (or perhaps that ought to be French, since the Americans wouldn't let them fight under the Stars and Stripes) regiment, will be a significant part of the game. Allegedly you'll be able to pilot tanks, planes and battleships as well as engage in ground combat. Not entirely sure why, since naval warfare really wasn't a thing in the Great War; everyone stayed home after Jutland. It might have been more interesting to give the players submarines. But what the hell.

With that in mind, the trailer:


First thought: the music's OK, but I would have preferred at least a nod to the tunes of the time rather than leap in with White Stripes. Eh, whatever.

0.08: trench warfare. Looking accurate so far.

0.09-11: desert warfare. Cool, the game's looking beyond the usual Trench Warfare stuff. Apparently that's a woman riding at the charge. Fair do. Not sure about the henna face tattoo; I thought that mehndi was more of a festivals/weddings tradition, than a 'let's stab people up and look good doing it' thing. Also, face tattoo? Is that what traditional mehndi's for?

0.14-0.17: back to the trenches again. Not sure when this is. I'm going to cross my fingers and say  1917-18. It's remarkable that everyone's striding around upright given the snipers, shrapnel and machine gun nests everywhere.

0.18-0.21: only one flyer used an all-red crate, and he didn't crash into what looks like a desert outcropping. Also, triplanes in the desert, what the hell. There was air warfare in the desert, but they used clapped-out hand-me-downs from the Western Front, not the latest and most modern kit. Plus I'm getting muddy about the timeline. If that's a tripe then this is probably 1917. So what's that remarkably intact building doing there? Why does everything look comparatively nice and not bombed to hell and gone?

0.25: Tanks? In the desert? Bullshit. Plus, if those are tanks, then this is 1918. They're working remarkably well, under the circumstances. The early tanks didn't like mud; God knows what those delicate little darlings would have made of sand, sand, sand as far as the eye can see. It's bad enough trying mechanized warfare in the desert in the present day. Those things would have gone two foot, coughed, and died.

0.034: I have absolutely no idea where we are. Italy? Maybe? It's the only explanation for why everything looks so green and verdant.

0.36: onwards, yeah, forget it. Not a clue. Most of it's trench warfare, some of it's sea warfare - again, that all came to a halt after Jutland - a chunk of it's air warfare, and I couldn't begin to tell when or where this is meant to be. Except there are tanks. So presumably 1918, Western Front. Except those are British tanks attacking what seems to be a British, or possibly American, position. Well done, lads. Medals for everyone. Historical note: the Germans did have tanks, but they never really got the chance to use them, except for one inconclusive little scrap in April 1918.

0.54-56: A zeppelin? What on earth for? Those things were a joke by 1918. You might as well send in Charlie Chaplin.

1.01: well, it's all over now, and I don't have to listen to that Godawful music. Thank Christ.

Impressions: it's traditional at this point to scream 'no gameplay' at the top of your voice, but in this case I think the criticism isn't as on-point as it could be. This is EA, after all, and Battlefield is one of its showcase warfare FPS titles. Unless someone screws up dramatically the gameplay will be solid but uninspired, because it is always solid but uninspired. Equally if there was anything really interesting it would be in the trailer, and it isn't. So nothing to look forward to, or to worry about.

It's just cinema, and not even very interesting cinema. It's unusual to see a Great War themed game, but there have been a few of those recently - Valiant Hearts, for instance - so it's not a complete shocker. I predict a bland and uninspiring single player experience tacked onto what is probably intended to be a multiplayer extravaganza that will last until the servers go dark. So maybe two years.

It's odd. There's been a bunch of multiplayer titles recently - Destiny, the Division, whatever that bloody silly mecha titans game was a year or two back - and all of them seem to be aiming for roughly the same market. Presumably someone out there is praying for a Team Fortress 2 success-level title, rather than the withered fruit that drops off the twig these days. But these things cost a fortune and if they're all leeching from the same customer base I don't know how the hell they're meant to make a profit.

Mind you, these are all made by the same small handful of AAA developers, and that might be the point. As the audience for Titanfall dwindles repurpose the servers for whatever Battlefield title is coming up the pipe, and that way you seldom have to worry about underutilized assets.  

Final verdict: historically wobbly justification for what's very likely to be Just Another Shooter. Collector's Edition pre-order at $220-odd (Jesus Wept), but that includes the statue and other gimmicks which nobody in their right mind needs, and you know in your heart that any DLC in the pre-order will eventually be released for everyone to buy sometime after launch. I note that the Desert War and Red Baron packs seem to be separate assets, so presumably if you just buy the core game you only play in the trenches.

Incidentally what the hell is it with pre-order rubbish? I liked feelies back in the day; the cloth map you got with Ultima III Exodus was part of the fun, and had in-game relevance. But the monkeys have taken over the zoo. Who needs yet another dust-bunny up on the mantelpiece, gawping down at the living room like a senile relative at a bar mitzvah? Just how stupid is the average consumer, anyway?

Don't answer that.

Saturday, 11 May 2013

Not-Quite-Review Corner: Sid Meier's Ace Patrol

This is a review of 2K Games' iOS free-to-play turn based strategy title, Sid Meier's Ace Patrol, a Great War air combat game. First, a disclaimer: although I write for the Escapist - in fact, I wrote this news post about the game - this review has nothing to do with the Escapist. It's completely my own thing. I'm drawn to this game in particular because I wrote this RPG scenario for Pelgrane and, as luck would have it, was tweaking the air combat rules not so long ago for the collected Great War Trail of Cthulhu setting.

Sid Meier is someone you should all have heard of by now, but on the off-chance you haven't, he's the guiding mind behind the Civilization game franchise, the man who took us to the stars in Alpha Centurai, the man who made Pirates! - also out for iPad, incidentally - and a host of other strategy titles. This latest effort fits right in with Meier's strategy aesthetic, being easy enough to get to grips with, but tricky enough to test your brain. It boasts 120 different scenarios and asynchronous multiplayer, all set in the hostile skies above the Western Front. You play as one of four nationalities - French. British, American and German - commanding a squadron of four eager pilots. Your job is to wage a successful campaign against the enemy, which means you need to fight the enemy four times in a series of scenarios, and then fight the concluding battle. Once that's over, the next campaign begins. Best of four campaigns wins the match.

Sounds simple? Well, it is ... except you can't just beat the enemy. You need to prevail while at the same time preserving your squadron. Each time a plane gets too badly damaged, its pilot has to sit out the next one or two missions. If a pilot gets shot down, they're injured for five missions, if this happened on your side of the lines. If this happened on the enemy's side, they're captured, which means they're out for the rest of the campaign, until they get handed over in the Christmas prisoner exchange. Remember, you only have four pilots. Most missions require only two, some insist on one, so you can afford to be a pilot down for a mission or two. But the concluding scenario of the campaign requires all four, so if something's gone very badly wrong and you only have one or two healthy pilots left, you're going to get trounced.

Aesthetically, this is a very pleasing title. Visuals are clean and fit the period very well. The sound and music are (mostly) spot on, though I'm prepared to swear on a stack of Sopwiths that someone borrowed a musical sting from Pirates! It just sounds too familiar. Strategic minds may be reminded of games like Avalon Hill's Knights of the Air, or Wings of War, as this title has a very similar aesthetic. Your pilots start off with the basic maneuvers and bags of optimism, but later on will be pulling off Immelmanns like seasoned professionals. Which is just as well, since their flying coffins are never very sturdy at the best of times. No single scenario takes much longer than ten minutes to play through, before the fallen are scattered across the landscape like crispy pigeons. Moreover the AI knows its business well enough to pose a significant challenge. If one of your pilots manages to get caught in a one-on-one against an AI ace, be prepared for pain, unless your man has as many tricks up his sleeve as the AI does.

Don't expect complete historical fidelity. The aircraft are well designed and in period. The pilots' continual survival is a bit odd; despite being shot down, shot up, set on fire, or imprisoned on the enemy's side of the lines, each lives on to fight another day. I'm torn. I'd almost rather there was permadeath, and have the dead pilot replaced by a rookie. Not only would that be historically valid, it would add a new layer of complexity, particularly late game. The presence of female pilots on the battlefield may upset some purists. The title gives you some customization options - you can change the pilot's name, and add some color trim to the pilot's plane - but ultimately you're stuck with a more or less interchangeable, and unchangeable, smiling face, male or female, to take into battle. Female pilots I don't mind, but I do find it slightly odd that - though there are one or two non-Caucasian faces - there don't seem to be any black pilots. After all, there were at least two black warbirds, one American, one Turkish, who actually fought, one of them on the Western Front. Why not have them in the game?

The 120 different missions boast is a bit of a misnomer. Mathematically, there may be that many, spread across the British, French, American and German campaigns, but in practical terms there are perhaps twelve different mission types in all. The Germans have one less than everyone else, since they have a zeppelin for the Allies to blow up, whereas the Allies don't have anything quite as cool for the Germans to shoot at. Some missions are essentially copycats; there isn't a substantial difference between blowing up a train, and blowing up some trucks. Most of the time you'll be playing through the same handful of missions, with the only difference between one campaign and the next being the relative difficulty of the enemy pilots. You may get bored quickly, given the level of repetition. Multiplayer is, I strongly suspect, where this title expects to enjoy longevity.

Whether or not that appeals to you is down to personal preference, but be warned: you may need to spend some cash. Though the title is technically free-to-play, only the tutorial missions in the British campaign are free; if you want anything else, you'll be spending money. It's $1.99 per campaign, or $0.99 for the rest of the British campaign. If you want your pilots back from hospital or the prison camp soon after they get shot down, that'll be cash on the barrel head, presumably each time you do it. I haven't been mad enough to spend money on that, at least not yet, though I wonder if that might not be the only way to successfully complete the game at its highest difficulty levels. There are also aces for purchase, special pilots who start the game with their own unique abilities, either bought singly or as part of the 'ace pack.' I do not know if the aces are allowed in multiplayer matches, but if they are, I pity the poor sod who goes toe-to-toe with the Germans. The special bonus for von Richtofen is 'inflicts more critical hits' and Immelmann 'starts with one ace maneuver', both of which abilities are ever so slightly savage. Pride of place has to go to Frenchman Rene Fonck's chance of a single-shot kill, though his companion Guynemer's ability is a bit naff, and anyone who spends good money on the American aces wants their head examining. I wouldn't take balloon-buster Luke on a bet, and Rickenbacker's ability to avoid critical hits isn't that wonderful, not when you consider that it's your ability to shoot down other people, not avoid getting shot down yourself, that will ultimately win the match.

Ultimately this title does tick all the necessary boxes: it has clever strategic play, and a compelling just-one-more turn single player campaign. Game play itself is smooth and swift, and while you may be tempted to go in bull-headed at first, it's clever strategy that will win the day. You do need to think one or two moves ahead, and if necessary take a few losses on the chin. It's the campaign that matters, not the skirmish, and it does you no good to win a match only to lose half your squadron doing it. Where it falls down is in its limited mission options, and a fairly aggressive monetization model that seems determined to wring pennies out of the player. It's not as aggressive as it could be; technically you could get by with just the British campaign, at $0.99, thus getting a pretty addictive strategy title for cheapsies. However it's unlikely that most players will stop there, and I've no doubt 2K Games knows it.

Recommended for: strategy nuts, Great War enthusiasts, those who remember the old Avalon Hill games fondly.

Not recommended for: people looking for a 100% authentic Great War experience, people who can't stand microtransactions.

Sunday, 27 May 2012

How Fast is that Byakhee?

Flying Coffins is a Great War theme Trail of Cthulhu scenario in which the players are knights of the air, battling the enemy and the Mythos in flying machines made of canvas, wood, and not much else. The pilots have to work out how to defeat the forces of the Mythos without getting shot down by more conventional forces. There's a review here. Naturally, since the scenario involves some wargaming elements, people have questions about the rules, and one that's come up has significant implications for gameplay. Namely, just how fast is that Byakhee?

It's not a trivial question. The speed of the creature factors into the air combat mechanics. If the players can get an advantage by flying a faster aircraft, they've got a better chance of beating the scenario. However it's not a question I feel comfortable answering, for a number of reasons.

The first is also the most obvious. I have no idea how fast they'd fly. I can guesstimate "pretty damn fast," but that doesn't really provide a miles per hour figure. It's not as though there are many references I can use for comparison. I think Lovecraft used them only once, and while there may be other fictional references out there, I'd be surprised if any of them went into the nitty-gritty of Byakhee flight mechanics.There may or may not be one or two real-world beasts of similar size and capability, but even if someone has statted those out, I'm not sure how they'd compare to a supernatural entity from beyond the stars.

The second is less obvious, and has to do with emperors and the lack of clothes thereof.

People tend to take rules very literally. After all, that's kinda what they're for. They provide structure, and without them the game can flounder in a mire of doubt, misinterpretations, and what-ifs. That doesn't mean you can't have a good time without rules, but it does mean that if you want to attempt anything like a real-world simulation, you need some rules that everyone's going to have to obey.

That said, if I provide a miles per hour figure, people are going to take that figure seriously. They're going to assume that this really is how fast Byakhee fly, because I said so, and I must be right because I wrote the scenario. It could mean that, in future scenarios, Byakhee always fly at X m.p.h. and therefore, although they compared favourably to Great War era aircraft, they don't do well in comparison to Spitfires, and have a lot of trouble keeping up with commercial airliners. That may or may not suit those scenarios, which will have plot demands of their own that may not have anything to do with air combat.

People have a lot of difficulty telling the emperor that he has no clothes; it's why that relevation seldom sees the light of day. Either they spend a lot of time wrangling over trivialities, trying to work out what was "really meant" by a particularly odd rule, or they insist that there has to have been some reason why a rule was written in such-and-such a way, and so it has to be rigidly adhered to. I used to  play a lot of wargames, particularly Napoleonics.  I remember those old rules arguments, but I don't remember them being all that much fun.

In Call of Cthulhu, the best example of this problem is the reading time given in the grimoire statistics. Each book, from the Necronomicon to the King InYellow, has a time, expressed in hours, it takes to read and completely understand. Once you understand the contents, you get the benefits, which could mean increased Mythos knowledge or a chance to learn spells. There's a tangible benefit to completing a book, but there really isn't much of an in-game timekeeping mechanic, nor is there any means of adjusting for character statistics. A dummy with EDU 12 and INT 6 will take just as long to read the Necronomicon as a genius from Harvard, and unless someone's keeping track of days spent in-game, it's easy to lose track of where your character was in his reading schedule.

Yet what few people seem to grok, is that the time listed is a completely arbitrary figure, dreamed up by some writer, who maybe spent all of thirty seconds thinking time working out that number. Perhaps they based it on some real-world measurement. They might have sat down, read War and Peace, timed how long it took, and said to themselves, "right! that's the time it takes to read the Unaussprechlichen Kulten!" Alternatively, they plucked a number from the air and said, "yeah, that's about right. What will I have for lunch?"

Which do you think is more likely? [Hint: my money's on option two.]

For me, if I had to say in-game how fast a Byakhee flies, I'd say it's at least as speedy as the best technology man can put up against it. So whatever warbird happens to find itself sharing airspace with a necrotic horror is no faster than the Byakhee, and might be slower. Since this is a horror game, as a general rule the opposition shouldn't be easily outclassed by technology-reliant mankind. It's a concept you see in movies all the time. If those flamethrowers in Alien had worked really well, it would have been a short movie, and the Alien wouldn't have seemed nearly as menacing. Ergo, the flamethrowers can't work well, or at least not well enough to provide the crew of the Nostromo with an obvious advantage.

That sounds good enough for the scenario, without getting too bogged down in the mechanics of the thing. Ultimately, in a roleplaying system, the rules exist to suppliment the narrative. They don't exist to replace the narrative; it's the difference between a wargame and a storytelling game.

So, how fast is that Byakhee? Just as fast as it needs to be!