Post PAX post
On the weekend I travelled down to Penny-Arcade’s fourth annual Penny Arcade Expo in Melbourne - I figured it was kind of a Blizzcon-lite with far less travel.
It’s a three day event, and I went for the Saturday session with two of my nephews. Having never been to a gaming or comic convention, I was equally excited and apprehensive. Tradeshows can be pretty dire, with bored vendors trying to attract your attention while you studiously avoid eye contact. I realised pretty quickly this wasn’t going to be your average tradeshow:
Entering the vendor hall surrounded by thousands of fellow fans pretty quickly allayed all remaining fears: this was going to be fun. Massive displays from major industry players, sound and vision overload, hardware to ogle, and all in the name of gaming. The dominant games were easily Overwatch and the venerable CS:GO. Overwatch was everywhere, being used to demo super fast monitors, LED headphones and keyboards, controllers and just about anything else. Most of the vendors had LAN setups which were allegedly to demo their hardware, but really most people were just enjoying the opportunity to play 6v6 in the same ‘room’.
On the hardware front, the main thing we noticed was that VR is everywhere, though the queues were so long for all of them that we didn’t get to play any. There’s definitely some momentum around this latest attempt, no doubt seriously boosted by the offical PS4 VR hardware - they had the largest stand and longest queues.
It was also hugely entertaining constantly seeing amazing cosplay everywhere you turned. One moment you might be playing Mei, the next she’d be standing next to you with Reaper and Soldier 76 for good measure.
So far so good, but the real highlight came when we emerged from the cacophony of the demo hall into the (relative) serenity of the second main hall, which is effectively a fan-run celebration of gaming in all it’s shapes and colours. Tabletop, RPG, console, PC, retro, pinball, miniatures, dice, you name it.
There are hundreds of tables setup for tabletop gaming, ranging from cards to miniatures to old school boardgame history (you could borrow just about anything from a huge selection of carefully maintained boxes). The amazing thing was that there were volunteers for every game, just sitting waiting for people to plonk down and learn how to play. No sales pitch, no pressure, just a celebration of a game they love and knowledge they want to pass on.
A collection of vintage machines were constantly in use (I struggled against R-Type with an very ancient joystick attached to a Commodore-64), as was the console rental area where you could pick any game from a huge library, grab some controllers and play for as long as you like. We entered a PS4 Overwatch comp and were promptly trounced, but it was a great experience complete with an encouraging audience.
You could learn to paint figurines, enter pinball comps, collect and trade pins, or choose from any number of Role Playing game sessions, complete with volunteer GMs and newbie-friendly guidance. We played a one hour Adventurer’s League DnD mission which was a hoot.
The ‘fan hall’ was the true heart of PAX and no doubt a large reason for it’s continued success and popularity. No matter what kind of gaming you enjoy, there was a way here to enjoy it. My only regret was not getting to see any of the many many talks and panels that were held throughout - Fight of Fandoms: Fallout vs Witcher, SUPER HAPPY FUNTIME TOKYO GAMESHOW HOUR, the Omegathon etc. Obviously a reason to go back next year!
According to Wikipedia, PAX was created by the Penny-Arcade team because they “wanted to attend a show exclusively for gaming”. It would more accurate to say it was created for gamers, and it’s a huge success.
Team Overwatch
One of the oddities of Overwatch is that if you play with a pre-made team, the game gets harder. I go from a ~60% win ratio in random groups to pretty much 0 in a pre-made with friends.
This is somewhat counterintuitive. We figured that playing as a co-ordinated group would make you almost unstoppable. Team comps could be spot on, choke points verbally controlled, ambushes and ultra’s given plenty of warning. All of which is true, but the thing I hadn’t realised is that once you rock up with a 5/6 player group, the game will try to find a matching team of similar numbers to fight against. So while you’re a little more organised than a Quick Play pug, so are they. And unfortunately ‘they’ always seem to be a whole lot better.
Given the rookie status of most of the people I’m playing with, this means we have been getting hammered. We’ve gone 0/10 most nights - we were thrilled (or should that be relieved) when we won one round of a best of three! While our skill level and experience is pretty low, we should be winning at least a few. Even though we’re theoretically being matched with similar skill levels, it’s pretty clear that most grouped players know how to play, and are probably a lot more organised. Team composition becomes much more important to counter opposition strategies - coming up against a well oiled Bastion/Mercy/Reinhardt team is very difficult to overcome without some thought and on-the-fly planning.
Luckily it’s still fun, and it also means you quickly realise that it won’t be enough to just have 5 people you know playing together: you need to communicate and co-ordinate and play as a team, not a bunch of individuals. That may work in random groups, but it falls apart against an organised attack. It’s similar to coming up against a well oiled PVP group in WoW. You quickly realise when the other team is used to playing together, and grudgingly prepare for a short sharp lesson in defeat. The biggest improvement would come from someone taking the leader role and co-ordinating things . Either that or an entire team of D.va’s!
Overwatching
Having exorcised The Witcher, I’ve been spending some idle hours in Overwatch as a change of pace. As has been much discussed, it’s a superb implementation of the team shooter with the Blizzard signature slickness plastered all over it. Kind of Team Fortress on steroids and with a coat of shiny paint and a wonderfully varied roster of characters.
Finding a hero that clicks is key and full marks to Blizzard for making each character feel distinct within their designated role. Don’t like whip fast DPS? Choose Soldier 76 over Tracer. Prefer mobility over stomping about? D.va trumps Reinhardt for you (his manic charge notwithstanding). Struggling with the pace? Bastion, despite the jealous trolling, is peerless at plonking in place and holding down a defensive position. The great range of playstyles that are supported is a credit to the dev team and no doubt a large reason for Overwatch’s success - there’s almost certainly a hero that will suit the way you want to play.
So far I’ve managed to get a good handle on Bastion, Mercy, and more recently D.va. Mercy has been my go-to, which has been interesting having never played a healer. Healing really changes your perspective on the game, and makes a nice change from relentlessly hunting down the enemy. I love her flight-escape mechanism, which seems to be key to playing her well. D.va is also a bundle of fun with her two lives, self destruct, and an almost Bastion-like lock down potential.
Next I need to select a DPS to round out the specialities, with Tracer and Reaper looking most likely1. Tracer seems super hard to play well but it sure is fun having that amazing mobility - I somehow managed to get a POTG in my first ever game with her, but that was more good luck than good skill. Her Ultimate is also a little underwhelming - certainly compared to Reapers' unstoppable reaping. Unlike WoW, DPS almost seems the hardest to play, but that may come down to no longer being the twitch gamer I aspired to being in ye olde Quake days.
Another highlight is watching good players - some really good - strut their stuff. Witnessing or watching a single-handed team wipe or epic save is humbling, inspiring, and educational. Mastering D.va’s mid-air-Booster-Self-Destruct combo move is next on my list, having been destroyed by it a few times.
It’s fun having a dip-in dip-out game on hand, which is certainly what Overwatch is: no gear grind and insta-play. And it’s also great playing a game which gets away from the drab landscapes of the typical shooter - Overwatch is all saturated colours and lens bloom. Fascinating too to think that this universe might have been the next WoW2 - a story driven version of this universe would be spectacular.
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McCree is tempting too, but mainly due to my love of Westerns which I’m not sure is a good way to choose! ↩︎
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Sadly I’m still finding it impossible to logon to WoW. Such a bizarre situation - maybe I can only play at the end of expansions when the pressure is off. Missing the new Kara in 7.1 may be the final straw. ↩︎
ReWitched
“The swamps and slums again, great”
That super-meta line, along with Firewatch, was probably the thing that got me to finally finish a play through of The Witcher. Yep, finished.
Despite my near fdisk fury, I managed to see the game all the way through, and it feels good to be done. There were definitely too many swamps and slums, but it’s an intriguing and well told tale.
Firewatch seemed to clear my head of the fug the Witcher had cast, and I was totally surprised to find myself looking forward to joining Geralt again and unravelling his story to it’s conclusion. Diving back into a rich fantasy land was fun, helped enormously by the fact that Geralt is a pretty entertaining guy to play. His sharp humour and low tolerance for fools leads to some smart dialogue exchanges, as does his swordplay when words fail. I barely used magic, focussing on swift slaying and reckless attack - and playing easy mode. The story is the thing, not the fighting.
The game is solid if creaking with quest mechanics that remind me of old school Warcraft - back and forth and back and forth between quest giver and destination. One saving grace was unlocking fast travel, the developers finally showing some mercy on we poor suffering players (and their playtesters no doubt) with the sudden appearance of teleport portals.
One criticism is quests that can never be completed because you accidentally trigger the next story phase. A quest to create an epic armour set was only introduced in the penultimate chapter, not completable until the final chapter, and then having collected all the pieces I advanced plot before realising that meant no longer being able to create the fabled suit. Would have been nice to earn that much earlier in the game.
There was also some poor story pacing - introducing what turns out to be a very important character very late, an overlong epilogue, and a strange diversionary chapter where the main story goes on hold while you unravel a love triangle. There were moments where I realised I was really just wanting to follow the story and that the ‘game’ was getting in the way (and hence maybe I should just be reading the books). But each time it pulled back from that precipice with some clever plot twist or promise of more intrigue. And it was a very unusual love triangle!
Overall though I’m pleased to have played it. The rich story, depth of character, and slow journey to all powerful Witcher were satisfyingly delivered despite the engine showing the ravages of time. W2 and W3 are apparently leagues better, with some granting W3 All-Time-Great status, so that’s something to look forward to. Given it took almost 10 years to play W1, I should be ready for them by…2030?
Watching Fires
Having been defeated by The Witcher’s timesink boss, I was browsing through my game library for something a little snappier and came across Firewatch. And happily a link to an article of ‘great short games’ confirmed it might be an appropriate palate cleanser.
After a little backstory setup, the game plonks you in Shoshone National Park in the US, where you are going to settle into a ‘firewatch’ tower - as a park ranger and lookout for forest fires. It’s a gorgeous, gorgeous game to look at and listen to. The colour palettes are stunning, ranging from lush greenery to orange-drenched sunsets, and they change and adapt in parallel with your progression through the story. The use of light is spot on, creating a wonderful and enveloping environment that begs for idle wandering and exploration1. I found myself drifting along forest paths and grassy meadows or staring out over a stunning valley, not really paying attention to the story, just enjoying being there.
It’s perhaps not surprising when you learn that the super talented Olly Moss (he of the best Star Wars posters ever) was responsible for the 2D art. The UI and general aesthetic benefit from the involvement of Panic, who develop impeccably designed Mac and iOS apps.
The sound too is beautifully crafted. There’s a real sense of wilderness and peace - or otherwise - as you wander the fields, valleys, and streams. I turned the music right down to let the environmental ambience wash over, though Firewatch is one of those rare games where I found the music to be appropriately used. There are times where a quiet musical score will be introduced at just the right moment, enhancing rather than distracting from the journey.
In amongst all this beauty, the storyline could almost be inconsequential, but that too is well delivered and for the most part works - especially if you make sure to dive into the conversation options. There are a few jarring moments, mainly to do with the interruption to the idyll established early on, but the fundamental tale of people dealing with life changing events is built nicely and becomes quite emotionally affecting. And only 5 hours: recommended.
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The beauty of the game world cries out for a free-roaming mode, and apparently such a thing is on the cards. ↩︎