21-Nov-2011:
A Postcard From Death
Things were good for a while. Too good to be true.
And they were.
I have a received another postcard from Death, except
that this time it isn't just a postcard. It is an
invitation. I am hoping to courteously decline, of
course, but ultimately the Surgical Hospital of
Helsinki will find out how to best do that. It could
be nothing (okay, oral necrosis hardly counts as
"nothing") but it could also be something
really, really bad. In any case, it will hurt
like hell and I will be miserable in January. I am now on
the waiting list for surgery and the invitation to pain
and torment should come in a few weeks. So if you find me
a tad depressed over the next few (dozen) days, this is
why. I've resolved not to give up on any activities and
will push ahead with the Spanish Basics so that I can
have my Bachelor's Degree by the New Year's Eve.
I hurt, therefore I am.
My present contract with Sanoma Media ends in the
beginning of December. I still expect December to be
quiet on the job front but nevertheless, Burger Games is
open for business and frankly, I could use a distraction.
Just let me work mostly from home after the surgery,
okay? I could have trouble speaking but there is nothing
wrong with my brains or my fingers. Besides,
industrial-strength painkillers can really stimulate
creativity. :)
I have been doing some heavy-duty adventuring in Skyrim
(level 30, woo!) and now that I have trained my fingers
to use the less-than-optimal control setup, I have to say
this is one of the best games I've ever played and comes
close to being the very best. What game is the best at
any one time really depends on the mood, you know? In any
case, Skyrim is so good that it is actually
making me consider trying Oblivion,
even though my friends say this is something no sane
person should ever attempt without extensive modding.
We'll see.
Speaking of fantasy gaming, I should really arrange a
second meeting with master Hiltunen. The previous
impromptu meeting was good enough rekindle my interest in
fantasy adventuring after a dry period that has lasted
for years. And then Skyrim landed and that place *is* the
realm of Angar in Jaconia, mark my words. Now
that there is also a slight hint of rain in the dry air
of the wasteland that is the Praedor franchise, I would
really like to do something more for the Praedor
roleplaying game.
Especially when there is this slight chance it might
be the last thing I do...
18-Nov-2011:
FSCONS and SKYRIM
No, they have nothing to do with each other.
FSCONS is free
software and culture convention held in Göteborg,
Sweden. I was as there as part of the Electronic Frontier
Finland (EFFI) delegation and at first fearful of it
being just a bit-tech event. I could not have been more
wrong: the free culture tracks in the programme were very
strong and Richard Stahlman's presentation
actually made me feel like a traitor to the cause. Many
of the companies I have worked for or have been my
clients belong to the opposite camp, albeit most never
make a big number out of it. My spouse, Leena, thought
there were plenty of women around this time. I did not
think so but it is true that in these events anything
more than 3 women counts as "a lot". And don't
you male geeks look so smug. Excluding half of the human
race is the biggest weakness of the entire information
technology scene.
All in all, it was a very enjoyable event. Actually it
was incredible and I will go there again, if they let me
in. After all, the number of tickets on sale is very
restricted and go on first-come, first-served basis.
FSCONS simply does not want to outgrow its present
premises. And I guess they don't have enough Ubuntu Cola
to go around. On the downside, Leena is now yearning for
a 3D printer at home...
Once I got back, I gave Skyrim
a go.
I am becoming interested in fantasy again, largely
because of Petri Hiltunen who showed me some
"stuff" about two weeks ago, or about a week
before Skyrim came out. Somehow, somewhere, the
developers got the word and decided to make a fantasy
CRPG just for me. This is no small feat. I rarely like
computer roleplaying games and haven't liked an
electronic fantasy RPG since the Amiga days. Besides, my
previous experiences from the Elder Scrolls series are
bad. However, the developers of Skyrim sent out their
spies to find out what particular region of Jaconia I was
becoming interested in and set the game right there.
It's a fucking bullseye.
The latest game in the Elder Scrolls series takes the
player to the far north of Tamriel, the game world of the
series. Here is the land of Skyrim, a region of
snow-capped mountains, deep forests, wind-swept tundras
and gushing waterfalls. It is a place of harsh and
staggering beautry, with changing daytimes and even
seasons (winter is coming). The art direction mixes the
High Middle Ages/Roman flavour of the earlier ES games
with Scandinavian and Old Rus elements. The result is
closer to Conan than Tolkien, even if there are elves,
cat-people and lizardmen about (dwarves too, at least in
the form of relics from a long-lost race). And instead
being the usual pointy-eared jailbaits of AD&D, the
elves of Skyrim are alien enough to be a distinct people
of their own.
The story rocks. Skyrim, long part of the Empire, is
in rebellion after Empire's peace treaty with elves
outlawed the worship of their primary god. As
legionnaires and stormcloaks are battling it out and the
society as a whole is eroding around them, dragons,
always thought to be mere myths, choose to return and
wreak havoc on everybody and everything. But when there
are dragons, there is also the dragonborn, the hero who
can defeat them absorb their souls to awaken dragon
powers within. I can already shout many things in
draconian, including an icy breath blast on par with that
of the ice dragons. Some dragon locations are scripted
but they also roam around, resulting in epic battles as
they fly through a storm of arrows to set fire to cities
and towns.
Me? I am a praedor. I scour the deep and forgotten
corners of Skyrim is search of gold and ancient treasure
and could not care less of the war. The world is a huge
sandbox and I explore, explore, explore... together with
storyline and stand-alone quests there must be a hundred
hours worth playing here. And best of all, it really lets
me play as I want. So I am a praedor, a warrior and
mystic but instead of casting fireballs about, my magic
is in alchemy and enchantments woven into the engravings
of my armour and into the depths of soulstones. This is
exactly the kind of magic that I like. Slow, ritualistic,
low-key and yet powerful. Although spells exist in
Skyrim, bashing the mage's teeth in with my improved and
enchanted dwarven axe will cut that mumbo jumbo short.
Never have I seen a levelling system this good in a
computer game. You get levels as in most fantasy RPGs but
what you really want are skill increases. Those you can
only get by using the skill. Do sneaky stuff and your
sneak will increase. Swing those axes and one-handed
weapons increase. Master the IMHO too difficult timing of
the shield blocks and blocking increases, etc. Levels
give you stat increases and the option to choose perks
for skills you have reached a sufficient level in. For
example, I do 60% more damage with small weapons and my
armour penalties to sneaking are halved. Among many other
things. Yes, it is a level system but boy oh boy, does it
feel realistic? Or not realistic, really.
Genre-realistic. Just.
Oh yes, unmitigated praise. So I am going to rate the
game very highly, then?
I would. But I can't.
I am left-handed and usually configure my movement and
action control keys into the numpad on the right side of
the keyboard. But surprise surprise, Skyrim does not let
you do that. Numpad keys are hard-coded to quick
action/item slots. I bound my keys to the arrows and
around them but really, if this was a reflex-intensive
shooter, it would be unplayable.
But it gets even better. Firstly, some keys are can be
bound only partially so that in game screen they do
something you have configured them into and in menu
screens they retain their own functions. For example, you
can move left and right with the arrow keys but without
mods, moving lockpicks left and right when unlocking
doors is still done with A and D. A user-made mod fixed
that but there are other examples. The fact that Bethesda
developers are complete idiots compounds the problem even
further. Instructions on what key does what are
hard-coded all the way to graphics. So if you change your
jump function into, let's say CTRL, the game still
instructs you to press Space whenever it is relevant.
Bethesda's explanation for this was that they did not
want to load the entire keyboard into memory every time
the player enters the inventory screen, as the characters
are shown as small images. In short, they think it is
better to give out false and confusing information in all
the HUD screens rather than use just character keys
instead of those stupid images.
All I can say is that , if it worked for both
Fallouts, it would have worked here.
Then there are bugs. Certain quests seem impossible to
complete when the final boss has sunk into the graphics.
The game seizes up and crashes on occasion. The companion
AI is bad and even your own pathfinding is atrocious. You
often have zig-zag up a hillside because of what appear
to be pieces of invisible wall scattered around it and it
is never clear what hill is climbable and what is not. If
that is a feature and not a bug, it is an idiotic one.
Graphic bugs occasionally have people reaching out to me
through walls, teleport from one place to another float
up into the air (okay, just once).
So, is Skyrim worth the effort? Depends if you are
into fantasy or not. Three weeks ago I would not have
been and Skyrim would have had little value for me. But
now it hit me like a bullet between the eyes. If the
control issues weren't there and there were less bugs,
Skyrim would be on par with Deus Ex Human Revolution
as a genre-defining masterpiece. And it still is
a genre-defining masterpiece that will also change the
way I see praedors as RPG characters. However, that
control issue is and will remain a huge, steaming turd in
the history game development and design.
Final Grade: +3
It is a very good game but PLEASE Bethesda,
fix those damn controls!
07-Nov-2011:
Nothing Ever Works Out
Yep. I am 38 years old. Have been for a few days now.
And nothing seems to be working out. Life feels like I am
trying to grab hold of water and it just keeps flowing
through my fingers. For such a barrel of lard, I feel
thin, sort of stretched, like butter scraped over too
much bread.
I suck as a student. Having done all the translations
and excercises for the University Spanish A, I still feel
like the course material is pulling ahead, its lead to my
more slowly improving skills growing with every lecture.
Studying is a young man's game but sometimes I wonder if
I ever was a good student or if the university just let
me in by some clerical mistake back in the day. And if
Spanish A fails this winter, it will push back my BA by a
full year or more.
I can't run, or rather schedule, a roleplaying
adventure even if my life depended on it and should
probably stop pretending to be a roleplayer anymore.
Weekend after weekend goes by with me having to host
birthday parties, fight the flu or going on trips abroad.
Nobody has time or inclination to play on weekday nights.
Either I am home too late because of those fucking
Spanish lectures or someone else has something else
equally frustrating.
The English translation of Stalker RPG is stalled. The
proofreader is busy (and oh boy, does it need one!) and I
can't focus because of everything else that is happening,
including an impending 6-month stint abroad sometime next
year.
I always expected HAX to progress slowly but not this
slowly. There are many reasons, most of them involving
not being paid and having to ration our spare time but
the main problem is that our programmer resources have
been cut in half. So even without all the other drama the
time would have doubled anyway. As the lead designer it
is my job to watch after the team motivation but frankly,
it is the lead artist who is drawing a storyline
mission comic after another who motivates me. We are
in the Valley of the Shadow of Project Death,
where the ground is littered with bones of failed games
and the ghosts of vaporware howl in the freezing wind.
For a garage developer like Wirepunk this valley is long
and deep and there might be nothing more than an
unsellable prototype waiting at the other end.
I haven't been able to get any creative writing done
either. Of course, some of the stuff I've written for my
clients is pretty darn creative but it won't pass as
literature. I have these scenes and pieces of plot
threads for my novel bubbling in my head but it is so
cold and dark in here right now that the spring of my
creativity is freezing over.
The winter is coming and it is going to be a harsh
one. Regardless of weather.
27-Oct-2011:
Irregular Update
Bit of a gap in the blog since nothing blogworthy has
happened. The Alternative Party 2011 came and went and
was probably the last one in its current format. The
theme this year was Soviet Union and mock-old-school
communism. It worked really well and the only thing
missing were the Soviet mechanical arcade games from the
late 70s. Linnanmäki had some of those and I remember
playing a submarine-shooting game that worked on strings,
gears, plastic models and cardboard torpedoes.
Ironically, real arcade videogames of the time were not
any more sophisticated and the submarine shooter graphics
blew them away... since it really was a mold-cast diorama
and not a pixelated screen image.
HAX is still being worked on. All schedules are off,
though. I will be adding some new pictures to the HAX
Facebook gallery soon. I don't know when it
will be finished but we will never stop working on it.
Let's just hope that we can have the release party before
my retirement. It now seems likely the development must
continue during my potential absence next year. How to
organize things from abroad is still a bit of a mystery
to me but you learn by doing. Necessity is a great
teacher.
So where is the English Stalker? Both me and my
proofreader have been lazy but it is moving forward. I am
trying to get my part done soon and hopefully the whole
thing will be over before the end of the year. I don't
know how fast the PDF version gets accepted into relevant
stores and in the worst-case scenario the physical
version will have to wait for my return, which would be
sometime next summer. Such is life. Scroll back five
months and I never would have guessed I would be working
as a freelance design consultant. Now the gig seems to be
continuing for the foreseeable future.
My proseminar synopsis was accepted by the University
as my Bachelor's Paper. That's two down, two to go. The
final essay for academic writing is underway (I have
actually done mine already but we were divided into pairs
and have to proofread each others' works; I am still
waiting for my writing partner to get his done). Once
that is done, all that remains is Spanish I. If I clear
that, if I even pass that, no matter by how close a
shave, it is over and I can finally close the doors of
the University behind me. Not many of the people I
befriended in the English department back in 1994
graduated. Some, but not many.
Somehow it feels shocking to think that I will
probably never visit the English Department again.
In Facebook, my old friend and fellow roleplayer
Markus Drake is trying to explain to me the justification
for graffitis. Personally, if I caught one of those
tag-painting idiots in the act I would empty his
spraycans into his stupid face. However, Markus is
convinced that there is not only a reason but also a
justification for spraying tags and all the rest that I
see as vandalizing public property. Granted, some of the
big works I saw in Amsterdam were great and this
"street art" would piss me off a lot less
anyway if it was any good. But no, these idiots are
painting their shitsmears over train windows, bus
schedules, official placards and traffic signs. Even
natural-colored rock, which is not a crime only against
humanity but against nature as well.
From the observations I made during my bicycle trips
in the summer, I'd say the tags also have some kind of a
corrosive effect on things. Once somebody tags a bus
stop, typically the route maps or the schedule because
that's where it would do most damage to the rest of us,
the next night someone else breaks half of the glass
panels and scatters broken glass all over the walkways.
Tags and graffitis do not just reduce the monetary value
of things but the social value as well. They break the
ice, enabling the poo-flinging of other stupid monkeys to
take over.
Yeah. I am not really sold on this idea of a noble
anti-capitalist crusade by tagging. And one of their pet
arguments is that graffitis give life to the dull
concrete surfaces. Sorry kiddo, but I've been to Tokyo. I
know what a clean and tidy city looks like. And I really
liked what I saw. Call me a hypocrite but I prefer my
post-holocaust in the telly, on the computer screen or as
blots of ink on paper. Living it for real would kind of
suck.
16-Oct-2011:
Winds of Change
It took me 17 hours to finish RAGE, making it very
good value for the money. Still, I'd wish the ID Software
had attended some of my game design lectures in KAJAK.
They would have definitely benefited from the part where
I explained the use of the dramatic arc. RAGE ends up
very abruptly, like someone had pulled the plugged from a
machine going on full power. There is no catharsis, there
is no sense of reward and it leaves me fille with this
sense of abject frustration. It is a rookie mistake of
the worst kind, preceded by an incredibly lame
"bossfight". Hint: When you are in the Dead
City for the first time, savour that one special moment.
You are going to miss it. I am contemplating replaying
the game so that I would never leave Wellsprings. That
first hub city is definitely the best. And one would
think this is a game for which it is easy to make DLC
for, although none have been announced.
Have you ever noticed how most of the DLC out there
has been crap, even when they are made by studios
supposedly far better at it than ID Software? The
Missing Link DLC for Deus Ex Human Revolution
is coming out next week and it has not exactly set the
world on fire either. Of all the DLC I've encountered, Point
Lookout and The Pitt for Fallout 3
are completely in a class of their own. I think this goes
beyond bad design and that there must be something wrong
with the current development model for post-launch
downloadable content. The alternative model, which was
"episodic content" is not doing too well
either. SiN episode 1 sucked so badly that no
further episodes are to be expected and Half-Life 2 -
Episode 3 is no effectively vaporware. I am sure
they have their reasons but something is broken.
I am getting hands on my STALKER English proofreader
tomorrow, so at least that will get nudged forward a bit.
However, there is no chance of having it ready for any of
the events this Fall. All in all, working for the Evil
Empire and trying to wrap up my studies for Christmas has
worn me down worse than I thought. I guess the takeaway
from this is that being a student is for young men (and
women in non-Islamic countries. So stick to it when you
start so that you wont have to try to pick up the pieces
again when you are approaching 40. Thank God it is all
down to a couple of months now. And by now there is also
an absolute deadline to it.
It is looking increasingly likely that I will be
working from abroad soon. Nothing is confirmed yet and
indeed won't be until mere days before the departure. But
when and if it happens, I will be gone for 6 months or
more.
14-Oct-2011:
EnRAGEd?
If you want to sell me something, dress it up as post-holocaust.
That is an immediate -1D to the sales
pitch test right there. I love the genre to an unhealthy
degree. It is the very embodiment of my fascination with
adventurers from outside the society and done
properly it stirs such powerful emotions of dread, awe
and longing that I am in tears. Because of this some of
the crappiest movies ever made are epic masterpieces to
me and I will defend the creative and artistic values of
Mika Kaurismäki's
Last Border to the bitter end.
That said, my growing collection of post-holocaust
flicks does highlight the inescapable truth that the
majority of the genre is rubbish even by my standards.
While I am grateful for the few gems in my collection,
the rest of it should not be handled without gloves.
In videogames, the post-holocaust is often referred to
but actual post-holocaust videogames are rare. Still,
they may be few but they are giants: S.T.A.L.K.E.R.
Trilogy, Metro
2033, Fallout
3 and New
Vegas. And by the virtue of its sales
figures, Borderlands.
The latest candidate for this esteemed elite cadre of
rust and dust is RAGE
by ID Software, a developer better remembered as
the creators of Wolfenstein,
Doom,
Quake
and the first-person-shooter genre in general. However,
in recent years ID Software has become something of an
industry joke. The dream team behind the original Doom
has long since split and from Quake 2
onwards they've been struggling. After Doom 3
nobody could take them seriously anymore. Their founder John
Carmack has famously said that stories in videogames
serve the same purpose as stories in porn flicks. As the
FPS market then evolved towards plot-driven or down-right
RPGish titles, John Carmack and his team were seen as
something of a throwback, a bunch of knuckle-dragging
neanderthals that modern people could point and laugh at
in the trade shows.
My relationship with RAGE got off to a rough
start even before the game was out. It was a
cross-platform AAA post-holocaust game so I knew I was
going to get it, even if only to stimulate the creation
of more games in this genre. The trailers offered a
glimpses of a game world that looked like a concept art
painting for Borderlands. It had some interesting vistas
but ID dropped the ball (a solid-iron cannonball,
apparently) right on its toes with the
gameplay trailers. The brief, chaotic glimpses seemed
to offer exactly what the ID games had been in their
worst: waves of spawned enemies, monster lockers opening
behind the player, under-powered guns and illogical,
immersion-breaking boss monsters. Many gamers were
pre-disposed against RAGE long before it came out.
I should know. I was one of them.
At first, RAGE seemed to meet my sub-zero
expectations. I do not care about the lack of
configuration options for PC graphics which seem to rile
up so many others in the Internet. No, my pet hate in the
game is the controls setup that fucks up the numpad keys.
If you are a left-handed PC gamer, the numpad keys are
your life. WASD just is not an option for the left hand
and as modern games tend to have lots of stuff you can
do, even the arrow keys often fail to deliver. But RAGE
would not let me set functions to some keys and blatantly
ignored functions set to some others. Luckily my RAGE was
a digital download: a physical disc might have come to a
sad and fragmented end at that point. In a fit of rage,
really.
After finding a control setup that both me and the
game could grudgingly agree on, the game started with the
unskippable cutscene I had already seen a few times
because of the many, many attempts to get the controls
working. The backstory is really on par with porn flicks:
a giant asteroid slams into Earth and the best and the
brightest are cryogenically stored in Vaults... sorry, Arks,
so that they would survive and one day emerge to build a
brave new world and repopulate it in a one massive orgy
(okay, maybe this was not the plan). Of course, things
don't go as planned and as you defrost, you find that you
are the only survivor of your broken Ark. Outside is a
world of ruins, trash, tribal gangs and the Enclave...
sorry, the Authority.
If the backstory smacks of Fallout, the rest
of the game borrows heavily from Borderlands
with its rugged wastelands, beat-up vehicles and junky
towns. All connected via a network canyons and passages
with constantly re-spawning threats. Yeah, maybe
we are beyond borrowing here, especially
when you look at the art style. It also looks
surprisingly crap. RAGE uses a technology called
megatexturing, which Carmack claimed to have
invented (they have renamed their tech "virtual
texturing" since then) although it has been used in
gamesat least since 2002. Instead of using patches of
paint to give textures to polygons, the entire landscape
has been painted into a single image file. This has some
technical advantages but the downside is that if you move
your head, textures in your field of vision take a while
to load. As RAGE is a shooter you will be moving
a lot. While the scenery is beautiful if you stop and
stare, the jumble of unfinished and finished textures
makes it feel like you were playing some cheap Indie
title with serious graphics budget issues. It was quite
endearing actually but I doubt this was the effect the ID
Software was going for.
Ignoring the Borderlands rip-offs, the art
direction is excellent but megatexturing constantly tries
to screw it up. I have read that since console gamers are
much less mobile than us mouse-and-keyboard wielding
PC-gamer badasses, the texture pop-in is not visible to
them. Once again, the PC gaming technology is too
superior for its own good... That said, I have to give
the devs credit for the characters. Lanky, ugly, cute but
not pretty. And very, very human.
Well, I am not a graphics nut and neither the
megatexturing issues nor the lack of graphics setup
options were game killers for me. So even though RAGE
appeared every bit as bad as I had feared, I sat down to
give the stupid thing a go. Eight hours later I realized
that I was still playing the stupid thing. And even more
strangely, I was hoping that it would never end. What the
hell had happened?
For all Carmack's denials, RAGE is
Borderlands in all but the story. However, the
original Borderlands was also a flaming pile of ass and failure.
That Gearbox fiasco is a monument to lost potential at
such an epic scale that even writing about makes me
angry. If I were Stalin,
the entire Gearbox dev team would writing a remake of
their game in Siberia right now. In reality, they are
doing Borderlands
2 and it better be good. They have a lot to answer
for.
Somebody at ID must have felt the same way because
even though they ripped Borderlands off in every
way imaginable, they also ripped the Suck right out of
it. Many of the things that aggravated me in Borderlands
have been fixed in RAGE and the immersion grabs you by
the shirt (not by the throat like with Deus Ex HR,
or by the balls like the Fallouts or S.T.A.L.K.E.R.
do). The game world consists of two theme parks (tightly
controlled sandboxes). These have any number of
shooter dungeons for footwork and a hub city
(and possibly a couple of villages) for dialogue, mission
vendors and shopping. Finally there are the wastelands in
between where motorised bandits are waiting to pounce on
you every bloody time you drive by.
On foot, you are playing a mostly linear FPS. But a
pretty solid FPS at that. The combat has been derided as
unrealistic but I would call it cinematic. Hit effects,
explosions and even ragdolling have been exaggerated to
Hollywood proportions and I like it. The enemies move
really fluidly too. I don't know if their AI is all that
good but the way they roll on the ground, take cover,
vault over obstacles and sometimes send others to
outflank me do create very enjoyable gunfights. I
especially like the armour effects: my first head shot
will probably send the enemy helmet flying. Other hits
can send shoulder pads flying or whatever and those
locations actually become more vulnerable from then on.
Enemy toughness varies quite a bit and the choice of
weapon and especially the ammo is usually the answer.
Most targets are funnily dressed humans but the
monsters include apelike mutants that swarm you in great,
wall-climbing numbers and call for good old-fashioned
circle strafe fights, where I am reloading with one hand
and decapitating mutants with flying bladed things called
wingsticks with the other. Boss monsters are,
well, boss monsters but this is a genre they actually fit
in, especially when the rest of the combat is already so
over the top. Then there are robots. Mostly spidery
things with rapid-firing guns on them. I don't think I
have shot any kind of an animal yet. The game constantly
advises me to be stealthy but it is a gimmick. Sneaking
in, you might get the few first kills easily but after
that it is always run, gun and cover. Or circle strafing,
if fighting mutants in a large space. I think I should be
annoyed but even the mutant swarms are paced and balanced
really well. Sure, they have the numbers but the whole
thing really makes you feel like a post-apocalyptic
badass. I wonder why they put this guy in ice in the
first place? I would have thought the Ark program was for
scientists and thinkers. Well, maybe the ending will
reveal the answer.
In the process of fighting and exploring, you can also
loot ammo, money, crafting parts and random junk which
can be sold for money. The loot system feels a little
tacked on and has none of the logic and elegance of Fallouts:
you might have five gas canisters on a shelf but only one
of them is lootable, so it is more like find all
the bonus money thing rather than actual
scavenging. Crafting requires finding blueprints and the
right parts, usually acquired by looting. You can make
radio-controlled cars that explode, even more wingsticks,
certain types of ammo and meds but nothing really
groundbreaking. Still, I'd like to see S.T.A.L.K.E.R.
do something like this.
Having defeated the bad guys and bent double under the
loot, you exit the dungeon and find your vehicle still
waiting outside the entrance, curiously unmolested. You
climb aboard and start driving back along the route
indicator, usually pointing back at the hub city but you
can make it point to another mission location if there
are any. On the way, you are likely to be attacked by
bandit vehicles and makeshift gun turrets. The former are
held at bay with gatling guns and missiles and the latter
mostly by ramming their base. Keyboard was never a good
controller for driving and the racetrack missions are a
pain in the ass. Out in the wasteland the vehicle combat
works much better and the limited auto-aiming function
makes these dogfights a decent experience, even if
somewhat lackluster compared to excellent fights on foot.
The problem is that you will fight the same cars again
and again. The wasteland is both a glue holding the
sandbox together and padding the content to extend
gameplay time. You will be travelling back and forth a
lot, revisiting old sites for new missions. This is
nothing new to a veteran S.T.A.L.K.E.R. fan like
myself but the linear shooter fans in the Internet appear
outraged. Personally, I just wish there was something
more to find in the wasteland, other than the compulsory
bandits and the shooter dungeon entrances. For a while it
seemed like there would be a market for mutated flowers
but no, the wastelands are barren and empty. You'll lose
interest in non-mission related exploration pretty
quickly and that is a crying shame. Play more Fallout,
guys!
Finally, there are the hub towns, non-combat locations
that make my mouth water with their visual design and
ambience. There are all sorts of people here and while
the incidental dialogue is nothing special, it really
helps to set the mood. Some people offer hints, others
offer missions and yet others have something to trade. So
far, the economy has worked well and I have always had
something more to buy: your goods, vehicle goods etc.
Unfortunately the ID tradition of having completely a
silent protagonist bites the immersion in the ass here.
There are no response options or meaningful choices, even
if the NPC monologue is written like it was part of a
dialogue and sometimes I feel like a retard for not
responding. Still, the hub towns work wonders for the
immersion and I really did not expect ID to pull this
off. This is something new for them.
The hub town gambling minigames are also worth
mentioning. There is a holographic boardgame where you
can bet on rolling enough hits on four dice to kill four
mutants before they get your character. There is a
reaction game for stabbing the table between your fingers
(I suck at that). And finally there is RAGE Frenzy. It is
an in-game CCG (collectible card game) that you can find
cards for in mission locations and then play with them
against local dealers. It is quite interesting and
graphics are good. I would not be all that surprised if
ID released it for real at some point.
Now that I am 12 hours in, I can safely say that RAGE
is a very solid post-holocaust shooter with some light
RPG elements. The running and gunning is spot-on, at
least if cinematic action is your thing. And if not, this
is the wrong game for you. The story may be a little
lackluster, the wasteland a little empty, the looting and
crafting options a little shallow, the vehicle races a
little forced and your silent protagonist a little too
silent. Yet none of it was the kind of disaster I was
expecting.
As a game, this would be a strong +3 if it wasn't for
the control issues. So for the record, I am going with
+2. RAGE is definitely worth trying out, as long as you
remember you are not playing an RPG this time. The shadow
of the Fallout is long and can easily lead to
false expectations.
Final grade: +2
07-Oct-2011:
Bad Old Times
My legs are shot. Again. The symptoms match those of plantar
fasciitis, the inflammation of the so-called thick
tissue on the soles of my feet. The pain makes me walk
funny and bam! Despite wearing ultra-light shoes (the
season for which is also ending right now) my calf pains
are back. The soles of my feet hurt also on their own,
especially at night when there are few distractions.
There is no quick cure either. I am going on Atkins (and
probably on a killing spree if my spouse is to be
believed) next week to force a rapid loss of weight and
have already been munching ibuprofein like it was candy.
My feet are so soaked with liniment that even the
bacteria are high on vapours. And when it hits, the pain
imposes the all too familiar 200 x 200 metre grid on the
world, as you optimize your walking trips for the
shortest routes or best rest stops. And I bought a
fucking new pair of shoes because it was getting too cold
to wear ultralights and having arch support is one of the
things recommended by doctors.
And for some reason my left knee is giving me trouble,
with trouble defined as "the sensation of someone
hammering nails into it".
On the plus side (and this is big fucking plus), I
started a thread for Taiga 2.0 in majatalo.org and it
has been going quite well. So well, in fact, that one of
the #praedor regulars thought up a
post-holocaust version of his hometown right along
the Red Line and put it there, complete with a map and
some adventure nuggets. Now this is a trend I
whole-heartedly support. I am still working on the
cyberpowers but already wondering if I should try to give
a quick rundown of my current home town: the beautiful
apartment block suburb of Myyrmäki in western Vantaa.
South Finland is fairly intact, really. Helsinki in this
fiction is a mixture of its modern self and the slums of
Sao Paolo.
Those who like Code/X and Praedor will probably find
the system interesting. It is a Praedor Lite using 20
abilities and an infinite number of topical
specialisations to boost the otherwise lower value levels
to where they are with the vanilla Praedor. Finally there
are the cyberpowers, falling just short of superpowers.
Instead of having a 20-page gadget list, I wanted to
outline about 20 great things cyberpunk players might
want out of their implants. You can buy power levels to
those effects and use them as a consumable if also
somewhat uncertain resource during the play. Although not
supernatural, the powers are superhuman and I have also
tried to make them both fun and fitting to the genre,
especially the way the genre is nowadays portrayed in
videogames.
In IRC, we have have already joked that since this
Taiga 2.0 is Free to Play, Burger Games should be
offering micropayment features such as temporary XP and
damage multipliers, money-to-game credit conversion
services and special weapons and tools not available in
the main rulebook. All in all, I am taking this less
seriously than usual and it has been quite fun. I've even
gone so far as to break the fourth wall and eplain design
choices to the readers on occasion. Inspiration is
contagious and if I can inspire others, all the better.
Speaking of post-holocaust games, RAGE
was unlocked in Steam Europe today. I have to admit that
the trailers and other information so far have not been
exactly lighting my fire. Then again, it is a triple-A
post-holocaust shooter from a big developer and the
publisher who released the new Fallouts. Reviews have
been mixed but Rage would have had to be a shit-covered
crucifix before I would have given up on buying it. There
just isn't that many triple-A post-holocaust
action-adventure games around. Besides, The Lonesome
Road, the last piece of DLC for Fallout New Vegas, turned
out to be utter crap after a very promising start. I am
not so sure the original Fallout writers are the best
people to take the franchise forward anymore.
29-Sep-2011:
Oh Well
Wow. Now that
took a life of its own. Taiga 2.0, although I should
probably call it something that reflects its birthplace
(an IRC channel). Damn distracting, really. I already
have an idea for a novel in that setting. It also solves
one of the practical issues which I have always struggled
with in futuristic RPGs: by reducing the standard of
living and social stability to somewhere between
Mogadishu and Kandahar, there is a counterpoint to the
technological advances and transhumanist daydreams. Sure,
the Singularity, mind uploads and all that stuff are
happening but not here and not
to you. This regressive factor keeps the basic
setting easily understandable to a modern GM who has not
read his Robert Morgans twice over. And if you have, feel
free to bring it on but you are not really losing
anything here if you don't.
Sure, they have the first true AI learning at a
geometric rate in some fucking nanobullshit lab of
whateverfuckitistan but who cares when you can't get your
fucking cell phone to work because the fucking stragglers
from up north have stolen all the fucking copper wiring
from every cell mast in Tampere again! Even though the
last week's copper thieves are still hanging from the
fucking lamp posts on the Tammerkoski bridge!
Oh boy. I really want to write this story. It is said
that cannibalism is never more than three days away. I
like that idea, albeit only in fiction.
In genre-related news, at the time of writing the big website
launch for EA's new Syndicate is only 17
hours away.
And now, sports!
Burger quit the pelilauta.fi forum the day before
yesterday because the moderators could not be arsed to
implement the ignore function and Taustavoima wanted a
place where he can badmouth Burger without his knowledge.
In an interview by the long-dead ghost of the Finnish RPG
press, Burger said that this way everybody won. He also
raised a pint of Freeway Zero Cola(tm) in hopes of majatalo.org
actually showing signs life again. They already have an
ignore function and it seems to be working.
Fantasiapelit
told me they are once more in need of more of Praedors
and Stalkers.
The latter I can probably deliver but the Praedor boxes
are gone. I have to do hand-count on the shelf-copies to
see if there is something I can do about this but it is
not going to be a full delivery. Still, there are
probably some I can spare. Where does this constant need
for an 11 year old RPG come from? Even if it's almost a
year since their last order of Praedor, that still means
they are selling slightly more than one rulebook a month.
Stalker has been selling at a steady pace of slightly
under a book per week for a long time now.
But I am not shipping anybody anything until I have
set the the financial status of Burger Games straight.
Since I was laid off, I've been working through BG as a
design consultant and as a result the revenues will
explode this year. Unfortunately, they will also breach
all the annual minimum limits for tax reports and
entrepreneur insurance costs, so I have to take care of
all that before writing another bill. Hint: I don't have
a choice but if you are in a similar fix and know what's
coming, try to do it at the start of the accounting year.
Doing it in the middle is a hassle and also incurs extra
costs. It's a tax on laziness, really.
Other than that, I really like being a freelance
consultant. With some nest egg laid by the perturbed
avians and no mortgage to worry about, working for three
days a week suits me fine and now it actually looks like
I might succeed in wrapping up my studies. If all goes
well, I will probably continue my freelancer run well
into the next year. Sure, there is always uncertainty but
the games industry does not rhyme with job security even
at the best of times. At least this way my prospective
clients can be honest and upfront about it.
22-Sep-2011:
Another Setting Intro
This is how it works. The intro is based on a
setting idea I got two days ago when taking part in a
discussion on an IRC channel. See how the whole creation
process begins with the setting and the character role?
The game system does not feature in it until the
fundamentals of everything else have been sorted out.
Of course, the thing did not exactly pop-out of
thin air. Much of the setting dynamics are based on a
much older setting idea I named "Badlands". I
transported it from Africa to the Arctic Circle and mixed
in a heavy dose of Taiga and Berlin Zero. I don't know
what to call this new game idea yet. Any suggestions for
a name?
And Ironspine, you say that you are not
plagiarizing Code/X with ENOC. I believe you. There is
nothing that unique about mad Nazi scientists and
zombies. But if you come up with an RTP that is somewhere
along these lines anytime soon, you will be spanked. :)
***
A few years from now
The Second Russian Civil War ends
with a bang. The Junta sets off a massive thermonuclear
explosion in their last stand at Murmansk. The blast
fries much of Northern Scandinavia and the Arctic
coastline. Fallout, greatly boosted by the vaporization
of the Soviet-era nuclear graveyards around the city, is
still raining down. By some experts, the entire
Fenno-Scandinavia should be evacuated.
The European Federation, already
committed in the Oil Wars of Caucasus and hamstrung by
any number of local and global crises, redrew its
northern border. The Red Line runs from Tromsa to Lake
Ladoga and beyond. Everything to the North and East of it
is no-mans-land, beyond the reach of any national
or transnational authority. The ERF Northern Guard
struggles to hold the line but there is too much ground
to cover.
There is no law north of Kuopio.
North of Kajaani, no God.
But one mans misfortune is
another ones opportunity. As governments retreat,
corporations, anti-Federation terrorists and warlords
born from the remnants of the Junta Army have staked
their claims on the North. Bordertowns like Oulu, Kuopio
and Sortavala are now wretched hives of mercenary scum
and high-tech villainy, where private armies rub elbows
with the Northern Guard.
Beyond the Red Line lies treasure.
Mines, factories and power plants. Intact roads and ports
to the Arctic. Untapped natural resources. Arable land if
you dont look at the dosimeter too closely and free
dumping grounds for toxic waste. There are no rules on
pollution or the use of labor. No rules on human
experiments and black tech. Even slave labor goes if they
can get someone local to do the enslaving: bandit gangs,
rebel warlords. Done right, manual labor sweatshops can
still be cheaper than robots.
Of course, it is no walk in the
park. The North was not a third world country. It was the
backwater of one of the most high-tech societies in the
world. Local militias, neotribal guerrillas and motorized
bandits can put up a ferocious fight and not even all
Junta relics have lost the faith. There are no rules on
competition either and no one to complain to if someone
with bigger guns jumps your claim. Even with the
government off your back, pirate radio stations and
webcasts can still do a lot of damage with exposés on
the worst excesses.
Then there is the post-blast
environment itself. Choking ash clouds from burnt
forests. The endless hungry wilderness where the northern
taiga is still alive. Pockets of nuclear, chemical and
biological fallout, some of them deadly even with the
most advanced protection. Wildlife, both natural and
engineered, as the Junta bioweapon programs are running
wild. Death machines, autonomous killer drones still on
patrol and attacking any and all human activity.
Everything gets weirder and deadlier the further
northeast you go.
Murmansk is the Heart of Darkness.
It remains to be seen if anyone is
powerful enough to do anything about all this.
Superpowers are on their way out. Corporations are at
each others throats. The economy is a mess, there
is a constant energy crisis and the civilization is
crumbling before the Greenhouse Exodus. The whole world
is going to hell in the handbasket and there is already
talk of moving the Red Line south. It is not going to
stop there.
But what do we care? The fixer just
got back online and the gig is on! Exxon-Beers is sending
a truckload of seabed drill core samples down from the
Arctic and MexaCo is paying gold bullion (What? Euros?
Who the fuck trusts credit anymore?) to make sure
theyll never reach Oulu. And that fat colonel in
the Guard finally agreed to turn off the no-flight-zone
radar tonight, so weve got a high-speed insertion
to the ambush point and then an overland trek back once
weve secured the drill cores. Hmm, we better secure
their transport as well.
Take-off in 30 minutes. Are you game?
***
As for the character roles, this is an adaptation
of the HAX mercenary idea I toyed with before. You are
playing mercenaries in a low-cyberpunk environment who
have just arrived on this wild new frontier in search of
adventure, small-team missions and phat loot.
And it all happens just a few years from now. Like
in 2020. :)
16-Sep-2011:
How Does It Start?
It is year +87 after the WorldCrash.
World population has hit 16 billion.
Natural resources are long gone.
Ecosystem is in freefall.
Most people live in Hubs,
corporate megacities that span entire continents,
struggling to hold on to their niche in an increasingly
stratified society. They know that beyond the Hub limits
lies the Wasteland,
the ghost of the Pre-Crash world, ready to devour those
who fail.
Cartel, a global
corporate alliance that emerged victorious from the chaos
of the crash rules the world with an iron fist. It
controls the global infrastructure, energy distribution
and the availability resources with its network of
off-world colonies spread throughout the Inner System.
Link is the glue holding
the global corporate society together. An invisible
network of light and data, it is connected to everything,
from the augmented reality services or
"virtuality" to media channels, communications,
comms, security, finance and the very machines keeping
the Hubs alive.
Without Starspine
it would all crumble to dust. The orbital elevator rises
37000 kilometres into space and feeds the dying Earth
with the riches of space. At its base is Terminal
Complex, a port facility that grew to
become the unofficial capital of the world.
Terminal Complex is also the only city on Earth to
defy corporate rule.
Singularity, a godlike
Artificial Intelligence that runs the Starspine, has
declared itself a sovereign state. Unwilling to risk the
elevator, the Cartel agreed and The Complex was divided
into sectors. Some were claimed by various corporations,
others by the enigmatic machines.
Between them were left cracks, blank spots and
buffer zones. These are now Street
Sectors, home to a bewildering array of
gang turfs, tribal claims, free corporations and
microstates of every size, colour and creed.
In stark contrast to the static corporate society,
new powers are constantly emerging in the streets of the
Complex. New nations, ethnicities and even gods.
Transhuman cults are flourishing and even corporate
citizens in the Complex enjoy more freedoms than their
compatriots anywhere else.
The Hax used to be just
another streetcult, its members expanding their minds by
jacking into neuralnet processors via illegally modified
brain implants. Today, they are an entire subculture of
cyberwarriors, infothieves and data pirates, who can use
and even alter the Link to their own ends.
The Hax community can wield enormous power but has
no leader or ideology. Or perhaps that
is the ideology. It is a virtual
nation, a far-reaching secret order that only exists in
the Link. In realspace, or rather "meatspace",
they hide and blend into the societies and cultures
around them. Maybe this is what kept has them off the
radar until now.
The Great Game has gone
on for centuries. Powers behind the throne, secret
alliances, social and memetic engineering. For all its
might and free market pretensions, the Cartel is a tool.
Means to an end. But to what end? Behind the scenes a
secret war is raging between various groups and factions
seeking to dictate the fate of Humanity.
The Great Game continues and the Hax has stumbled
into it.
The Hax has no agenda. Apart from some fringe
groups, it has no great plan eiher. But by its very
nature it has power. Some of the other players see it as
a threat. Others regard it as an opportunity, or a
resource to be claimed. While the Hax have always been
pursued as criminals but its new enemies lack the
restraint, limits and public obligations of its usual
foes.
Controlling or destroying a network organization
requires the capture or elimination of nexuses, usually
individuals linking various social networks together.
Some of them have just vanished. Others are pressed,
brainwashed or tricked into changing sides, or even
enslaved in the biomatrices. Taking out enough nexuses
will either subvert the Hax, or cause it break it up for
good.
If the Hax is to survive, it will have to do what
it does best: Alter the rules of the
Great Game.
***
This is what I call a setting intro.
You can imagine it scrolling across the screen in Star
Wars, or being narrated at the start of a videogame. This
is the seed of my setting design from which everything
else springs. The setting intro does not always make it
into the actual roleplaying game, though. Especially my
big, published titles may have begun as setting intros
but evolved so far the intro has become redundant.
However, my desk drawer is full of complete and
incomplete setting intros. Every one of them is a seed, a
synopsis from which the actual setting and theme of the
game can explode forth.
If I cannot write a setting intro, the setting just
won't happen. I may have strong mental visuals and
thematic patterns thought out but if they don't mesh into
a solid narrative on paper, it is not happening. NOMAD is
a notorious victim of this effect. I think I have the
whole thing mapped out and then when I try to put in on
paper, it is just not happening. There are too many blank
spots, too many questions I never realised had to be
asked, or things that sound less interesting when read
than when I first thought them up.
We've been iterating the setting of HAX in Wirepunk
for years now. I wasn't surprised to see that come
together. But the rest of it came together surprisingly
easy as well.
***
The Hax Sentinel is a new concept and not
everybody in the Hax approves of it. Still, enough do to
make it work. They are meatspace assets, independent
operatives supported by the collective power of the Hax
as long as they serve its interest. It is a symbiotic
relationship, if you can find the right kind of person.
The name "Sentinel" comes from the
security programs that ceaselessly patrol the Link to
protect the System Cores. For the Hax at least the
parallels were obvious.
The Hax recruits from the rejects of the Great
Game. They approach burn-outs who have lost faith in the
cause, fugitives on the run from their masters, rogues
who know being exposed is only a matter of time and even
the corrupt who would willing to betray their own for the
kind of power a Sentinel can achieve. They will never see
a live Hax member butYthe presence and support from the
Hax is very real.
Their enemies are distracted, their files are
altered, their identities are protected or even changed
on the fly if necessary. They will almost never run out
of the local credit and the best cyberdocs in the world
are calling about their pre-paid appointments to install
top-of-the-line wetware. All arranged under false
identities that even a DNA test cannot compromise. Never
before have the Great Game rejects returned to the Game.
And that is the rule the Hax have rewritten.
The Hax Sentinels are perhaps the most advanced
cyberagents in the Great Game. No other faction would
invest so much in a single operative; then again, no
other faction can do it with somebody else's money. And
unlike all other minions, the Hax Sentinels are free to
pursue their personal goals as long as they do not
conflict with the interests of the Hax.
Not all recruits are success stories and outright
mistakes do happen. Still, the Hax rarely gets
"no" for an answer. Quite often, the sudden
appearance of a green, diamond-shaped virtuality icon is
the target's only hope for survival. It is said that some
Sentinels regard the Hax as a god.
In many ways, they are correct.
***
I have to admit that there are parallels between the
Hax Sentinels and the birth of the Ghost Rider in the
Marvel special "Ghost Rider 2095". But I don't
mind. It is such a cool story.
12-Sep-2011:
Post-Human
I took three copies of Stalker RPG to Stadin Pelikauppa
last Thursday. They have already sold two
of them... via a web order to Hungary.
How do I know? The Hungarian blokes who ordered them
emailed me about it. They knew the games would be in
Finnish and all that but curiosity and excitement about
all things Stalker got the better of them. Can't say I
blame them: Stalker RPG is a damn good game and the
Finnish version is the closest thing to a preview of the
English version. Which is still being proof-read, thank
you very much for your interest. I've been studying,
working and suffering from a terrible Mansean Killer Flu
for the past week, so nothing much has happened on that
front.
I am still a bit wonky at the lungs but tomorrow is
the 10-year anniversary of Electronic Frontier Finland
and if I am going to die, kicking the bucket in
Finlandia-talo is one of the more stylish ways to go. It
can also be my final protest against the idolization of
Alvar Aalto in this country. Although not the worst
architect and designer to plague this country, he has
done by far the most damage. I hope he burns in a special
hell where everything is designed by him.
P.S. I did not die. But I still hope Alvar Aalto
burns in a design hell.
I've been working for the Evil Galactic Empire for a
week now. Or 3.5 days, rather, as my contract with
Emperor Palpatine specifies three months at 3,3 days per
week (or two months at 3 days a week and one month at 4
days a week). I know I am woefully underpaid for an
outside consultant but don't really care since it is
enough to live on and leaves me enough spare times to
attend to my remaining studies. I have signed up on all
university courses that were missing from my Bachelor of
Arts degree and no raise could compete with this
opportunity. I want out of that University and I think it
wants me gone too. Besides, I like not having to work a
full week and can afford it now that the mortgage has
been paid. Personally, I would be quite content to have
this deal continue in the spring. Of course, regular
full-time employment gives you a far better job security.
I have no way to know what will happen when my present
contract ends.
So what do I do for the Forces of Sauron? I haven't
been burned out by game development yet but blog postings
from people who are feel eerily familiar. Mine is exactly
the kind of job a game designer can find himself in after
leaving the actual game development behind. Think of me
as a salesperson who sells game development projects by
writing and pitching game and gamification concepts for
non-game IP. If they catch, the actual development and a
good deal of the design will be done somewhere else while
I am already being thrown at the next potential target. I
admit it lacks the glamour of real game design but almost
makes up for it in variety. If you don't like making
concept pitches this job is not for you. But I kind of
like public speaking, especially when I get to pitch the
concept rather than my own magnificence. A consultant
usually has to do both.
On the downside, with both my work and studies
starting on the same week, taking a few days off to
recover was not an option. As the result, the Killer Flu
of Manse I contracted from Tracon almost finished me off.
To distract myself from the anguish and medicinal buzz, I
undertook a small new project: writing a Mobsters-sized
RPG based on HAX so I could run it to my fellow
Wirepunks. Like most things begun in feverish delirium,
it was all fucked up. Originally, my focus was on the
Runners, drawing more than little inspiration from Case,
Neo and Adam Jensen (look it up if you don't know what I
am talking about).
The problem is that cyberpunk is a genre of lone
wolves. Netrunning, or "ghost running" in HAX
terminology, is even more so. And don't even get me
started on all that post-human crap. The simple truth is
that my design crashed and burned, big time. The system
itself is nifty, a cyberpunk-themed Praedor-Lite that I
am definitely going to use somewhere else. However, in my
design principles (designer intention?) the setting comes
first and the system is its slave. It took me a couple of
days to realize that my rather orthodox approach to
system design was not going to produce anything like the HAX the videogame or my
incomplete novel "Raindance". Worse still,
instead of sharpening my focus on player roles I was
actually blurring them. I was trying to turn Runners into
"jacks of all trades" and now the "master
of none" part was biting back hard.
What should I do? One option would be to refocus on
the Link, maybe even creating a game that was only about
the Link, using a largely resource-based system (thanks
for the idea, Sami!). Unfortunately we have had to
compromise on many things while making the videogame and
although we were very much inspired by Gibson's
cyberspace visions, the Link graphics are rather plain
and functional. I could perhaps use the concept to create
an interesting Gibsonian cyberspace RPG but that setting
would not be HAX. Maybe HAX the videogame can some day
approach that level of content but we will be too far
from that goal at launch.
Or I could keep the system and find something else
that fits it. Something that happens primarily if not
entirely in meatspace and supports group play as it is
found in traditional roleplaying-games. The first thing
that comes to mind are the Mercs, the
Runners' natural predator #2. And that would remove the
"punk" from "cyberpunk" with a
chainsaw. Fucking glorified renta-cops. Trying to solve
this riddle caused me two nights of anguish and the
answer never came to me in my sleep. It came from looking
at this
picture.
Ever since the original Deus Ex (well, ever
since the birth of cyberpunk literature or even Tyger,
Tyger), you could not have a good dark future romp
without conspiracies. HAX is no exception and actually the
Hax itself is one huge conspiracy that unlike all
its rivals has no leadership, centre or overall goal.
Think Anonymous with the power level of Illuminati
and you are getting there. We just had the 10-year
anniversary of 9/11 and people are still debating if it
was a conspiracy or not. A particularly malevolent
high-threat ghost runner could do a dozen 9/11s a day
without ever boarding a plane. When even a part of the
Hax agrees on a common purpose, it can wield immense
power. All this makes the Hax an enemy and a rival to all
the other, more centralized conspiracies out there. Ghost
Runners and their associates are hunted down like dogs if
the powers-that-be get wind of them and they have saying:
"No matter who you are, in the meatspace you are
just another meatball".
But would it always have to be so? A group of
high-level Ghost Runners known even within the Hax only
as Nemocracy decided to even the odds. Finding
the right people was the first and the most difficult
task. These were mostly casualties of the secret wars,
broken and discarded tools of the other conspiracies. The
Hax could bring them back: with cyborg bodies built by
hacked assembly lines. Minds uploaded into high-speed
neuralnet processors as ghosts. Although they would not
and really could not be controlled, as long as they would
serve and protect the interests of the Hax, the community
would help and support them in return. They were named Sentinels
after the persistent hunter-killer programs that protect
the core systems of the Link.
Yes, any resemblance to the old videogame classic
Syndicate Wars is fully intentional. They are doing a new Syndicate
game, by the way. My wish for a cyberpunk
boom in videogames seems to be coming true.
Ladies and gentlemen, I give you HAX:
Sentinels, a roleplaying game of cyborg agents
in a world of conspiracies and high-tech intrigue.
And now I am going to snatch it away.
The Sentinels deal with the deepest conspiracies of
the Hax setting. They get to see
things you people would not believe and even ghost
runners get only hints of in data found at the highest
security levels. In short, the roleplaying game is loaded
with spoilers and is therefore restricted to Wirepunks
only. We are going to play an adventure or two in
this world we all have shared for years and hopefully
make new observations and create new content in the
process. Other than that, I will be keeping this game
locked in a safe.
05-Sep-2011:
Terms of Usage, Revision
There is no technical way to block a specific user
from accessing otherwise freely downloadable PDFs (truly
freely, there is not even user registration), so I have
to imitate the copyright lobby and come up with new
restrictions on the use of content that has otherwise
been available for ages. All these restrictions are to be
applied retroactively, of course (hey, if it works for
Sony... didn't work for White Wolf, though).
All Burger Games-related PDF files downloadable
from this website can be accessed, distributed and used
freely for non-commercial purposes. Creating edited
versions or using as part of another product, commercial
or otherwise, is allowed as long as the original source
(either Burger Games or the URL of this website) is
mentioned.
The sole exception to this license is Mr. Nestori
Lehtonen, who is not allowed to view, download, use or
even think about any of these materials or the source
works they refer to. Should the aforementioned person be
found in breach of this license, any tools, electronic
devices or brain cells used to access the restricted
files will instantly become the property of Burger Games.
They may be returned at a much later date, wiped clean.
These restrictions will be lifted should Mr.
Lehtonen actually buy a Finnish roleplaying game from its
author or a commercial venture representing its author
and thus actually compensate him for his hard work,
rather than argue that he has the right to access the
game materials freely just because he did not really give
a shit about the author's vision and hard work to begin
with.
I shall now retain the moral high ground by providing
you with a link to Mr. Lehtonen's n20 roleplaying game
rules, free of charge as the author has intended.
According to him, this is the most worked-on RPG system
in the history the Finnish RPG scene. I will not pass
judgement on it because it has no setting and I am known
to be heavily biased against anything that even remotely
looks like the d20
system.
04-Sep-2011:
Tracon VI
The fall is here and it kicked off with Tracon in
Tampere. I can still remember when it was an intimate
200-people event of ultimate geekdom. Now it was an
animefest with 4100 visitors, making it technically
larger than Ropecon. Of course, roleplayers are a tiny
minority here, struggling to stay afloat in a tidal wave
of anime fans, cosplayers and bare underaged skin.
If we want to make a splash here we have to rethink
our programme strategy. I have long treated Tracon as an
extension of Ropecon and chosen my presentations
accordingly. But if I go there next year, I'll do
something that bridges the two. How about The Dark
Future of Anime - the Japanese Cyberpunk
Animation? In my quest to immerse myself in
dark future entertainment to get ideas and inspirations
for HAX, I have actually become fairly well versed with
the primary (and many secondary) works of the genre.
Speaking of cyberpunk and anime, there are wild
rumours that Tähti (by Mike Pohjola) has been
selling again and the maestro himself, a guest of honour
at Tracon no less, has considered extending the product
line or exploring the world further. And why not? Tähti
is the only commercially released Finnish cyberpunk game
ever (Syndicate is not a commercial release) and
it is more at home with anime freaks than most games that
I know. And while I am not a big fan of the
fortune-cookie based system, Tähti has some
perks that most other cyberpunk games lack. But more
about that in some later entry.
Despite being vastly outnumbered, the roleplayers had
done a lot of things right this time. The sales tables
were lining a part of the corridor leading to one of the
bigger meeting rooms, ensuring flow-through traffic but
not too much to be distracting. There was also one room
dedicated for gaming but I don't know if anyone but Miska
actually used it. With Northern Realms
(Bliaron), Myrrysmiehet, Kalikos, Ironspine,
Raggi, Koponen and Arkkikivi around and
with myself and Mike Pohjola as visiting stars
without tables, one could say that the whole present-day
Finnish RPG dev scene was present and accounted for.
Somehow the whole space felt homely and there was a
strong sense of cooperation and community, far removed
from the tiresome arguments we throw in the Internet. I
liked just hanging out there.
Many of the games had short 15-minute demo scenarios
prepared for them and you could play them right there on
the vendor tables. This is a great idea that I have to
look into in the future. The scenarios were short enough
not to ruin anybody's schedule but long enough to give
you an idea on how roleplaying in general and each game
in particular works. Kudos to Sami "Sam!"
Koponen for having made such scenarios for both his own
game Pyöreän Pöydän Ritarit and the Northern
Realm's game Bliaron. Both worked like a charm
and helping the Northern Realms out was a class act.
Koponen is undoubtedly eager to know what I think of Pyöreän
Pöydän Ritarit after having played in the demo
scenario. Honestly, I am not a big fan of the cover art
(okay, I think Fantasiapelit is right: it is
completely unsellable). Mechanics-wise I can see how the
rapid increase in the knight's combat power can become a
problem with sustained play. However, the core concept is
solid. It takes a step back from the usual level of
detail and you get to make decisions like where do you
lead your armies, what kind of terms do you want to
dictate to the Saxons or if you should build a castle in
this or that town. This high level of abstraction enables
the game to have very simple rules (Might, Glory and
Resources which will be depleted when used).
While Pyöreän Pöydän Ritarit may not be
the introductory roleplaying game Sami (and apparently
Eero) have been trying to make, the game they are trying
to make might well be something along these same lines.
Hell, it might even be this one if they toss the art and
find someone to properly productize it. So far the road
has been bumpy.
Bliaron guys snared me to play their demo as
well. Short, sweet and solid gold, it was an evocative
scenario of a slave that has long been promised freedom
overhearing his master refusing to release him or even
sell him to a wizard. Unfortunately for the master, you
have just discovered some new friends in the spirit world
and your confrontation with your owner, in the presence
of the wizard, is the core of the scenario. Whatever the
outcome, it will be quick and over in under 15 minutes. I
used destruction magic to topple a bookshelf onto my
master and then presented myself to the wizard. He was
suitably impressed to charm my injured and baffled master
into releasing me and I left the mansion for my new life
as a wizard's apprentice. Granted, the scenario did not
reveal much about the world and failed to convey the
sense of it taking place in a Bronze Age civilization of
the setting (this may actually be the gamemaster's
fault). But it was was a beautiful demonstration of the
rules, the magic system and the basic character concept
of first finding your powers and then joining a wizard
guild to learn more.
My third demo experience was a very introductory
battle in a coming title called Vapauden Miekat,
a game by Myrrysmiehet that will apparently be from
somewhere between Final Fantasy and Mutant
Chronicles. And yes, with proper production values
this game has a real chance of making a splash among the
anime fans. At least my character was exotic enough. The
combat system had an ingenious twist. Instead of going
for a target number, you rolled your ability in dice and
the individual numbers and number combos enabled you to
make a series of strikes, special moves and tricks on a
varying number of opponents. Thus with a single roll of
dice I might shoot at two shadow tentacles with my pistol
sword while doing a riposte on the shadow demon itself,
turning its powerful main attacks back on itself. It
reminded me of a videogame and true enough, retreating
behind a chest-high wall for a combat round well lets you
recover some combat strength. I am very interested in
seeing what Myrrysmiehet can make out of this one. But Vihan
Lapset comes first, damnit!
(Why are the RPG authors always boys or burly old men?
Where are the female RPG authors? Ladies sure like to
play these games so why not write them too?)
I haven't had a real drive to write a roleplaying game
since Stalker RPG came out. That game has everything. It
cannot be topped and I know that anything I might ever do
will pale in comparison. But things like these, the
corridor community at Tracon, the sea of speculative
fiction fans (even if they go under the anime subtext),
they are inspiring. They have me looking
at different possibilities and as of yet untried avenues
of design. I've been asked for a HAX-related cyberpunk
game using at least a derivative of the Praedor system.
Would it work as a Mobsters-sized minigame? Can the rules
systems be simplified to fit the template I used to call
Arcade RPGs and what Ironspine has since then renamed
RTPs? Can the concept of Tähti be somehow
integrated into the HAX gameverse?
Without Tracon VI, I would not be thinking about any
of these things. What a great event.
P.S.
Here are the slides from my Institute
presentation.
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