I am still enjoying Far Cry 4 way more than I
thought I would. But Juhana Pettersson was right to
point out that the treatment of endangered animals in
the game is stupidly brutal. The Kyrat Fashion Week
quest chain, which is about hunting down and killing
rare specimens of many species to complete your
crafting upgrades, really made me feel like an
asshole. It is true that I've killed a shitload of
wildlife in Skyrim, but with the mods I have
it was either for self-defense or FOOD. In Far Cry 4,
I have to kill a one-of-a-kind rhino for a gaudy
handbag that can hold a little more ammo than my
previous one. Which, by the way, was sown together
from the skin of three(!!!) endangered tigers! Damn
it, I like rhinos, even if they don't like me back.
The game makes the lamest excuse for it ever by
claiming that Kyrat has a serious problem with the
overpopulation of rhinos. Unfortunately the game
wouldn't allow me to skin the NPC who said that. He
would have made a great necktie.
I want to run a Stalker RPG adventure using a
combination of diceless and diced rules. I also want
to make a fresh start compared to all the earlier
campaigns, so I dug up more detail about Zone Russia,
the verdant anomalous wilderness that is also my
tribute to the Zone as it was presented in Tarkovsky's
movie "Stalker".
Zone Russia is in the southern half of the autonomous
region of Dagestan in South Russia. When I looked up
information on the region, Dagestan turned out to be
an interesting place already, like a piece of Border
Region without a Zone. It's on the no-go warning list
of almost every other country. It has its own and very
active branch of Al-Qaeda (Shariat Jamaat and the more
vaguely defined Caucasian Caliphate movement) that
averages one terror attack (that we know of) per week.
There are 35 different ethnic groups, 12 different
languages and clan loyalties supersede laws and
regulations.
The local government (led by the reactionary Ramazan Gadzhimuradovich
Abdulatipov, who in 1993 supported the
attempted coup against Yeltsin), is hopelessly corrupt
and rarely sticks its nose outside the regional capital
of Makhachkala. There is little attempt by the police to
suppress either the local paramilitaries or the
bandit gangs and criminal organizations that plague the
countryside (and are often indistinguishable). The
locals rely on their paramilitary groups for security,
which adds fuel to both the on-going Islamist insurgency
against Russia and the infighting between the
traditional muslims (strongly influenced by Turkic and
shamanistic traditions), Sufist sects and Salafist
extremists. Under Putin, Russian military has undertaken
antiterrorist operations within the region, with a
particularly heavy crackdown just before and after the
Sochi Olympics.
To the north, Dagestan is bordered by Chechnya (a
veritable embodiment of peace and stability, finally
re-annexed by Russia in 2003 with a mock referendum),
among other things. To the west lies Georgia and its
rebel province of South Ossetia (where Moscow sponsors
a full-blown rebellion against the Tbilisi
government). To the south is Azerbaijan (a
dictatorship by Ilham Aliyev and various oil barons).
To east is the Caspian Sea. Islamist fighters from
Chechnya and counter-insurgency forces loyal to the
current Chechnya's pro-Moscow puppet Akhmad Kadyrov
frequently cross the border to both mingle and clash
with the local armed groups. The southern parts have a
considerable Azeri population, although whether the
state of Azerbaijan has any pull with them is unclear.
The whole region is notorious for kidnappings, long
thought to be the work of criminal gangs and religious
extremists. It is now known that many of the
industries in Dagestan, particularly the brickworks,
rely on slave labor, so besides asking for ransom the
involved parties have apparently been selling their
captives to slavery. For something like this to happen
in an industrial society means the corruption and
neglect of the authorities has been taken to a whole
new level. That said, the law enforcement is clearly
doing something as human right activists are
accusing them of using torture to extract confessions
from suspected rebels and then killing them by burning
them alive in cars so their deaths can be written off
as accidental.
And that was just the reality.
*Plop!* Here comes the Zone, nearly 4000 square
kilometers of anomaly- and mutant-infested overgrown
wilderness. Besides the mountains and ridges, it has
swallowed three large river valleys strung with
villages, towns and auls (a traditional hilltop
village). Moscow has abandoned the whole of South
Dagestan to the Institute, who is determined not to
get drawn into either the Islamist insurgency or
ethnic infighting. They are even bribing gang bosses,
petty warlords and heads of various criminal and
terrorist organisations in return for some peace and
quiet. However, when the carrot doesn't work, the
Institute's application of stick is deadly and its
modest border security guard is frequently beefed up
with security contractors. Outfits like Blackwater
just love an environment where there are no rules of
engagement, effective laws and or the Geneva
Convention. In addition and unlike in other Zones, the
sanctioned xenology research projects here are allowed
to have their own security detail. These are often the
very same contractors used by the Institute, creating
frustratingly complicated conflicts of interest.
Rather than monitor the entire length of the
near-impassable border, the Institute guards
accessible routes into the mountains, particularly the
entrances of the river valleys leading into the Zone.
Because of the rugged terrain, movement outside the
established routes is so difficult that setting up
fences is not worth the cost. Nevertheless, "doors"
into the Zone exist, ranging from smuggling paths to
old mines and Cold War -era tunnel complexes built for
the military. Knowledge of them is jealously guarded,
even if the people who once lived there may have been
forced to flee north, or to the Caspian Sea coastline.
It is not known whether Zone Russia had any refugees
but if there were, they weren't many and were dealt
with by their relatives and clans outside the Zone.
Institute attempts to track them down have failed,
even if there are occasional spottings of mutants.
Zone France has Toulouse, Zone Canada has Harmont,
Zone Japan has Sapporo... and Zone Russia has Derbent.
This 5000-yeard old city from the Unesco World
Heritage List has become a hub of clandestine
xenological research and stalker activity. Located
well outside the 10 kilometer quarantine area and thus
conveniently ignored by the Institute, the Dagestani
authorities still wouldn't touch Derbent even with a
10-foot pole. The real power, besides the agents of
the various regional and foreign factions, resides in
the luxurious yachts bobbing at anchor just outside
the city. They are guarded by stone-faced Chinese
thugs sporting various Triad tattoos. Curiously, these
same "powers" are often also financing the sanctioned
xenology projects around the Zone. As with all things
Dagestani, sanctioned and clandestine xenological
research have congealed into an intangible mess.
Still, in most places the Visitation and everything
that followed lead to an economic, security and social
collapse. But in South Dagestan, some locals argue
that things have never been better!
20-Nov-2014:
Grand Theft Elephant
So what do you do when everybody else and their
cousin is at Slush
but you are home down with flu? In my case,
the choice was obvious; try out Far Cry 4, of
course. A little bit of history first: I still rate
the original Far Cry as one of the best
shooters I've ever played, even if things got out of
hand towards the end. Then Crytek stopped messing with
the franchise and Ubisoft had somebody else make Far
Cry 2, which is the only first-person-shooter
that made me hate it within the first 5 minutes of
gameplay. Anyway, they stuck to the formula and
developed Far Cry 3, the Bullshit World Game
extraordinaire. But while I hated many things about
it, they also got many things right: the writing was
good for a first-person shooter and whatever they
smoked during the character design, I want it. As the
bad and boring parts are starting to fade from memory,
Vaas and other bright spots from FC3 stick to
mind, making it feel like a much better game than it
actually was.
True to Ubisoft style, the sequel, FC4, is so
close to FC3 that any other company would have
released it as a DLC. But as we have seen with the Assassin's
Creed games, this is just how Ubi approaches its
brands; touch-up and go, touch-up and go. That said, FC4
is a much better deal than AC Unity appears to
be. Everything that worked in FC3 is still
there, a good deal of the bullshit world gameplay is
also there... the characters are not such an LSD trip
as they were in FC3 but perhaps they are
slightly more believable because of that. Once more,
you side with the native rebels against bad guys,
climb up old shrine towers to hijack the local radio
waves and conquer enemy outposts to win more
territory. I am nowhere near through the game yet but
this time your character also hails from this place,
making the struggles of the unwashed natives actually
feel relevant. But still, it is FC3 again to
the same extent that ACs copied each other
before AC4.
Oh yes, the skills make a comeback too, divided
between Tiger and Elephant trees, effectively offense
and defense. However, it is just a skill tree screen
with icons; I find myself missing the growing Maori
tattoos of Far Cry 3.
With all that said, I find myself liking Far Cry
4 a lot more than I did Far Cry 3, the
laser-eyed T-Rex DLC notwithstanding. First of all, it
looks gorgeous and even the water effects work
(something really funky was going on with those in FC3).
Second, although Kyrat is yet another a third-world
shithole, it blends its rural ghettos with majestic
and sometimes exquisite displays of oriental
architecture, so it feels more varied and aesthetic.
Second, the mountainous scenery is magnificent and
being a fan of mountaineering documents (something
that my lungs would prevent me from doing even if I
could drop all the excess fat right now), I enjoy
looking at them and can't wait for the high-altitude
sections up on the Himalayas.
There is, again, a lot wildlife out there and much of
it hostile. However, their placement much better, with
possible exception of those fucking eagles. Damn! Even
the ornery honey badgers give me a warning if I am
intruding on their territory but those man-eating
eagles just come at me. I'm told they can actually
haul animal carcasses away but that hasn't happened to
me yet. I thought Haast
Eagle was only found in New Zealand and went
extinct in early 15th century but apparently they all
moved to Kyrat instead. Animals are also larger,
better animated and often blend beautifully into their
surroundings. There are also elephants and once you
get a certain skill you can ride them and use them to
attack things. This is no joke, an elephant is a tank
and a charge can send a car flying. Releasing a
captured elephant inside an enemy camp is an almost
assured way to kill everybody but the heavies.
Animals are a big part of the gameplay. As before,
you can't carry more ammo or money unless your ammo
belt is made from two rhino asses and your wallet from
the nutsacks of three tigers. I am not a big fan of
the crafting system but hunting and skinning animals
also gives you chunks of meat to be used as bait. This
works like a legal exploit: it is really fun to sneak
into an elevated enemy base and throw meat down at
them, because every bait lures in a predator and if
you are lucky (and they are bears), you can actually
liberate an enemy outpost without ever seeing the
enemy. Of course, wandering tigers sometimes had the
same effect in FC3 but I guess developers
found it funny to make it a feature. And they were
right, it is fun as hell.
But most importantly, while the Bullshit World stuff
is still bullshit, it doesn't feel as in your face as
it did before. The Outpost Mastery missions are just
plain stupid and the arbitrary time limits on supply
drop runs can go fuck themselves but other than that
the mission system (which basically creates the
mission content into a small patch of real-estate and
you auto-fail if you venture too far out) bothers me
much less than I thought it would. And here is an
anecdote I'd like to share with you:
An enemy supply truck is speeding along the
winding mountain roads. I am chasing it with a
pick-up and try to get close enough to shoot the
driver with my sidearm. I almost have him when he
crashes into the oncoming traffic and spins a bit
but I only manage to shatter the windshield. He
takes off, with me in hot pursuit and we keep
driving like madmen. Then he suddenly swerves on a
perfectly straight road and I see he just dodged a
god-damn rhino! I ram it and with an angry howl the
beast throws my pick-up clean off the road and onto
its roof. I can already picture myself skewered on
its horn but when I crawl out of the wreck, I see
the truck driving off into the distance with several
tons of angry herbivore running behind it. By the
time it gives up the chase, I am already well out of
range. It was the single most enjoyable mission
failure I've had playing videogames.
Final verdict: +2 (would be an easy +3 without
the Bullshit World issues)
Truth to be told, I am only 10 hours into what might
well be a 50-hour game but I am in no hurry. It has
been stable as a rock for me, with frequent Alt-Tabs
working without a glitch. Curiously, I think High
graphical settings look even better than Ultra,
because I like having the sunlight bright and crisp in
the mountain air. As a result, I haven't had any
visible frame rate issues either, even though I am
playing at 2560 x 1440 and the game is certainly
pretty enough.
It's just a flu. Just a flu. Just a flu...
because in my case the risk of it spreading into the
lungs and becoming a Postcard from Death is all too
real. The timing is terrible, though. I was supposed to
meet with my publisher and then attend two industry
events today. Instead, I am stuck home with a dripping
nose and a throat that feels like someone was trying saw
his way through it. What a waste. I should be networking
and hunting for gigs but giving everyone I meet the flu
is not a good calling card. My symptoms appeared soon
after the most recent Praedor roleplaying game session.
I hope my players are okay.
Even before the flu, I was stuck at home with a heel
spike and with only intermittent business this fall,
I've had plenty of time on my hands. Idle hands are the
tool of the Devil, they say, and the Big D has been
tormenting me with a choice: I have already written the
first few paragraphs of a sequel to The Hollow
Pilgrim. The working title and quite possibly also
the final title will be The Green Room and given
the context, you can read every possible meaning and
then some into that name. Then again, I could put that
into the desk drawer and do a Finnish translation of The
Hollow Pilgrim, as it already has a publisher and
there has been some demand to see it in print. Common
sense tells me that I shouldn't but I am intrigued. More
than one reliable person has told me that THP is my best
novel and at least for now the ratings seem to bear that
out.
I used to do translations in my previous incarnation but
very little of that was fiction. However, having studied
English literature and with many friends doing fiction
translations, I have a fairly good idea of what that
entails and I find the concept of translating the ideas
rather than the language intriguing. Laymen, or whoever
translated the Protocol Productions edition of the
Finnish D&D, think of translation as a
mechanical process soon to be eclipsed by machines. But
as far fiction is concerned, that day is far off.
Language is only the surface of a deeper pool that also
contains culture, values, historical perspectives and
worldviews. Moving stuff from one pool to another
without losing the actual message is a far more creative
process that the poorly paid translators are ever given
credit for.
A Finnish translation of The Hollow Pilgrim
would be an opportunity to try my hand at that. Take the
title, for example. The direct translation of it would
be "Ontto Pyhiinvaeltaja" but in the English language
the adjective "hollow" is absolutely loaded with hidden
meanings and connotations. Not so with "ontto" in
Finnish. This is, of course, old news to all my English
department alumni friends but I hope the rest of you get
the point.
One thing that I did write was this: an
EBB rules supplement to Stalker RPG,
untested except on paper and on Excel. I am going to run
a Stalker adventure using it. If it works, I'll make an
EBB ruleset configured for Rovers and we'll see
where we can go from there. This version is actually
lacking a couple of tweaks I wanted to make to the
enemies but that'll be a task for another day. Ditto for
explaining the mathematics behind the rules.
08-Nov-2014:
Note to Self
"You are getting depressed. Watch that shit."
I had a long email exchange with my publisher on what
they are doing with The Hollow Pilgrim. They
are actually doing quite a bit that I had no clue of.
Apart from a slight disagreement on how ebooks should
have been presented during the Helsinki Book Fair, I
have been really unfair to them in the past few weeks
and for what? Poor sales of an obscure e-title a month
after release? It ends now and I am forever grateful
for the reality check. The
Hollow Pilgrim is done. It is out there.
And I've got the next 20 or 30 (hopefully) years to
figure out the best use for it.
As much as I like to rant, sometimes I wish someone
would just stop me from writing stupid shit. This is
not the first time I've let my petty frustrations
override my better judgement (I think the medical term
for that is "the Gamergate Syndrome") and it won't be
the last (you are all here to see me rage, aren't
you?). But as nights grow longer and my thoughts grow
darker, little self-moderation and a reminder to
work on my impulse control are in order. I can be an
asshole all year round but it always gets worse as we
head into the Black Box, otherwise known as
"Late Fall/Early Winter".
Speaking of stopping me, I am seriously considering
moving over to the Goodreads
blogging service. I don't have an RSS feed here and
apparently these days all the cool kids have one. As I
have understood it, RSS is basically an alarm service
notifying people when a blog they are following has been
updated. I hate to break with tradition, though. Designer's
Notebook is over 11 years old. I've been writing
it since 2003! It was reasonably popular at one point
but these days no one gives a shit, really. People don't
read blogs anymore, or much of anything that doesn't fit
into 140 characters. I keep writing it mainly because I
like the sound of my own voice and the good folks on
#praedor occasionally give me feedback.
Because of the poor work situation and to some extent
a heel spike (is that the proper term for the ossified
malformation caused by plantaris fascitis?) that's
nailing my foot to the floor, I've been having way too
much free time on my hands. Idle hands are the tools
of the devil and the Big D made write Miekkamies
with the latest EBB rules. Beelzebub is supported by a
cabal of old Miekkamies fans on #praedor and a
secret society of fiction cartographers, supplying me
with inspirational maps of Arleon and the Successor
Kingdoms. I have also been very much impressed by TheOne Ring RPG and its various sub-systems. So
far, Miekkamies 2.0 has been a chaotic mess of
ideas but order is finally emerging from chaos. It'll
be pretty cool stuff if it all works out. Take that,
the First Law of Thermodynamics!
(And if someone now explains how the Second Law of
Termodynamics applies to my writing, I'm going to
bite. Hard.)
Hmm, anything else? I have the
sequel to The Hollow Pilgrim in my head
(yes, that picture is a hint). The smart thing
to do would be just to write the damn thing. Someone
will publish it and the options are still open,
despite rumors to the contrary. I also have the first
third of a new Praedor novel on dry-dock, although
after reading Kirotun maan kulkijat I am not
sure I want to put it out there. This is Finland,
people love to follow rules and whatever Petri or me
say about Praedor is considered canon on the IP....
aaaand I am deathly afraid that my story won't be as
good as those... Finally, I've been sitting on
an ebook release of Vanha Koira for a while
out of sheer laziness. Ought to move my still-fat ass.
Games-wise, I really liked Might
and Magic X until the middle of the second
act of the story. Then something goes wrong with the
balance. Maybe I am making fundamental errors in
character advancement? However, I still liked it so
much that I am now going to give Legends
of Grimrock 2 a try next. Even HAX
is moving forward again, so everything is fine, except
that I wish I had made more money and injured myself
less during this year.
17-Oct-2014:
My Hollow Pilgrimage
Gods bless the Sanoma Corporation. They were there the
day I became a freelancer and they are still there, even
if this Fall has been so dead I am in mourning. Now they
ordered a couple of bigger things and boy, am I happy to
deliver! Technically, it is not more money in the pocket
since they are digging into a stock of pre-purchased
hours they acquired from me last year. But still, it was
paid for and I'll do my best for my oldest customer and
bask in the sensation of feeling useful. And if someone
now comes along and says having the unemployed slave
away at plantations for 9 euros a day is okay since the
real reward is feeling useful, I'll fucking lynch them
from the nearest tree.
The Hollow Pilgrim is well-liked,
if not particularly well-sold. Amazon is arbitrarily
cutting off US customers for no reason and they are
not obliged to give one. US customers can still buy
from .de
and co.uk
branches of Amazon but you get the picture. Finn
Lectura thinks it is basically their way to pressure
publishers into their publishing programs by abusing
their stature and I am inclined to agree. Technically,
the whole thing is my publisher's headache but in
reality, Amazon has a near-monopoly in ebook sales and
the biggest English-speaking audience is obviously in
the US. I don't so much mind losing the royalties here
as I detest losing the visibility. I am exploring the
option of having free copies sent to some literature
bloggers, however that works in the ebook era. We'll
see what happens.
In the end, I'd really like THP to do well
enough to warrant a sequel. And truth to be told, I'll
probably end up writing one at some point anyway. But
whether it will ever be shown outside my immediate
circle of friends remains to be seen. In a perfect
world, the slightly re-edited ebook version of Vanha
Koira will be out soon and Käärmeiden Tanssi
around Christmas. By then, or whenever that last one
is finished, I hope I know more of the possible sequel
to The Hollow Pilgrim.
In other news, The Hollow Pilgrim has had one
unexpected (although it probably should have been
expected) side effect. I kind of want to run Stalker
RPG some more. Although I've had great fun when
running it in the past, I've been reluctant to start
new adventures or campaigns and it boils down to a
problem in the FLOW system that I have finally
come to admit: It is very taxing for the Gamemaster,
even for somebody like myself who thinks and feels he
is otherwise up to the task. The algorithmic
resolution of it doesn't work unless you stick to its
principles religiously and unlike with diced rules it
is not a self-sustaining system into the late hours.
If the game goes into places with lots of challenge
resolving, it is very hard for the GM, or at least for
me, to maintain my concentration both on the setting
and in the fair appraisal of the individual
challenges. In my case, the setting wins out and
challenge resolution tends to become binary: if you
have the ability and your suggestion is at least
borderline feasible, you win. If not, you lose.
Even then, resolving a challenge based on player
input and a fair, if still subjective evaluation of
his chances is demanding. I've never felt so mentally
tired than after running action-heavy Stalker RPG
sessions. My recent play session at Worldcon was a
case in point; I don't know if saying it felt like I
had run a marathon is the proper term to describe
mental fatigue but that's the gist of it. This has
made me reluctant to start new things with Stalker
RPG, even though it took a long time for me to
admit this to myself. Is this a design flaw? I don't
rightly know. FLOW works beautifully when
properly implemented and ticks all the boxes I
intended it to tick. On the other hand, it is
kneecapping the whole process by demanding more
bandwidth from me than I can comfortably give. It is
safe to assume that I am not the only one with this
problem, and given the high proportion of Stalker
groups playing the game with a different rule system
of their choice, this really seems to be case. So, I
guess it is a design flaw. Just one that took its time
to surface.
Do you have any idea how hard it was for me to write the
two previous paragraphs? Going diceless with Stalker
RPG was a big leap and I have defended that choice
fanatically. I truly poured my heart and soul into FLOW
and the instructions on how to run the game. There are
great innovations and glorious revelations here and they
will forever color my approach to rules design.
Character creation, for one. I will be emulating that in
all my work until the day I die. The Gamemaster's
section of Stalker RPG is widely considered to
be one of the best of its kind and it is praised in
every review of the game. And whether people like the
diceless system or not, few (if any) have ever disagreed
with its goals.
But now, thinking about running the game and finding
myself reluctant to do it because of the strain that FLOW
puts on me, I have no one left to argue with. I am going
to run Stalker RPG again, soon or in the near
future, but I doubt even I will be using FLOW
for it. At least not as such. If you have been reading
this blog for a while, you have seen me searching for a
diced system as an alternative to FLOW, the
so-called EBB.
That was mostly for my clients' benefit. Now I am
figuring out one for myself and it has to match my
preferences and goals as perfectly as FLOW did.
Lucky for me that I went for an algorithm-based system
to begin with. All the mechanics are there. I just need
a system to provide the values and the difficulty
thresholds to match the scale. The EBB rules I wrote for
Praedor last summer were already pretty good but
they are too complex. I couldn't see that when I was
comparing them with Praedor's original system.
But looking at it next to Stalker RPG... well,
pretty obvious, I would say.
08-Oct-2014:
For The Heck Of It
Something I doodled up...
Seriously, this is a fake, or at least not something
you are ever going to get your hands on. A friend of
mine moved back to Finland after a long while abroad
and asked for a cyberpunk campaign. I decided that I
am going to deliver and both test the new
Praedor-style rules for Rovers and how much
life I can actually breathe into the whole Terminal
Complex setting. In any case, this game is not
something anyone else will see (well, my players might
get accidental glimpses of it on my iPad). Being an
asshole, I just stole this image from the Internet
without asking anybody. It was drawn by Laurie
Greasly, AKA NexusRoky and his Tumblr gallery is
fucking awesome.
Why did I choose this picture? Because so much of the
cyberpunk art out there focuses on wrong things and
sadly, this goes for the CP2077
game trailer as well (Deus
Ex HR did some things right, yay!). They
are basically gun porn, flying cars and scantily clad
women with some mechanical parts on them. This, on the
other hand, is like a snapshot of an alternate
reality. It is a street scene, perhaps from an Asian
block in Terminal. No posing, no bullshit, no nothing.
And for me and my setting, this street artist painting
a picture in old Japanese art style in the middle of
it all is especially poignant. One of the themes in
Terminal is that the global corporate monoculture is
actively erasing all traces of the past, national and
ethnic identities and cultures included. These things
live on in the fringes of the society, as frowned-upon
subcultures with their own 1%ers and radicals.
Only in Terminal and its Free Sectors, those wretched
hives of scum and villainy, could something like this
happen: a street artist painting something in a
clearly Pre-Crash traditional style openly and
unmolested. And every upstanding corporate citizen
would secretly want one of those. This is not to say
that the Cartel would not use aesthetics. Far from it;
the need for beauty is one of the basic needs and
while the streets have this banal urban neon-thing
going on (most of it virtual light in my setting), I
can easily imagine more elaborate and subtly more
decadent styles coming into play as you move up the
social ladder. Something akin to Art Deco
architecture, the Chrysler Building in New York, or
the Neo-Renaissance fashion of the elites in Deus
ExHR. Hmm, and Blade Runner.
Anyway, cyberpunk games and settings tend to overlook
these things, or they stops at sexy robots,
chrome-colored tits and knickers drawn by Masamune
Shirow.
I don't know enough about arts or music to truly
appreciate their reach and impact in the society but
to me, in the right circumstances, in the right kind
of cultural atmosphere and crowd, something like the
Rockers in CP2020 could actually be a viable character
choice. But they wouldn't be superstars blaring
synth-heavy metal. They would be counter-culture
propagandists making outlandish music that utilizes
all the new ways and sensory perceptions that
technology has made possible. If disco lights were
inspired by LSD trips, imagine what your personal
augmented reality, hijacked by emotion-inducing art
virus can do as de- or even re-programs the Cartel
memetics and subliminal signals. It's fucking magic!
And a fucking death sentence, if the corporate
security ever gets a bead on them.
How do I bring this all into a roleplaying adventure
and improvised rules I don't rightly now, but I really
like this cover and give myself bonus points for the
green command prompt frame. Plasma screens FTW!
05-Oct-2014:
Bullshit World Games
I have
identified a new videogame genre: Bullshit World
Games. They are games pretending to take place in a
flesh-and-blood open-world setting but most or all
of the causes and effects are pretentious and
usually immersion-breaking gamey bullshit. I got a
strong whiff of bullshit already when playing Far Cry 3,
a game where you can’t find a decent-sized bag for
your hand grenades unless you hunt down and skin the
fucking Granddaddy Shark, which warps in and out of
existence depending whether the mission is active
and if, once having entered the mission area, you
are leaving it too soon. But it is with Middle-Earth:
Shadows of Mordor that Bullshit World Games
are revealed in all their fly-attracting glory.
Despite
the name, being a Bullshit World Game is not
automatically a bad thing. Borderlands
titles are just as bad at being open-world but when it
comes to bullshit, they revel in it, throwing it up in
the air and letting it rain down on themselves while
laughing. It’s so stupid it is fun, or maybe it’s fun
because it’s so stupid? I don’t know but either way,
it works in Borderlands
2. However, when it comes to immersion, drama
and a sense of epic, Bullshit World Gaming is in the
diametrically opposed corner and should they ever
meet, they would bitch slap each other.
Middle-Earth:
Shadows of Murder is the
big fantasy title of 2014 (no, Elder Scrolls
Online doesn’t count) and chronicles the
adventures of Talion, a man-wraith from Gondor who
dies when Sauron returns to Mordor from Dol Guldur and
wakes up to unlife thanks to the ghost of a powerful…
hell, spoilers. Well, it is all in Wikipedia if you
are interested. As Tolkien lore goes it is a bit of a
mismatch with the events leading up to the War of the
Ring and the end of the Watchful Peace having a
thousand year gap between them. But as a concept it
works much better than I thought it would. After all,
there must have been a reason why Sauron was called
the Necromancer when he first re-emerged in Dol
Guldur. Tolkien purists will object but I am willing
to live with the backstory and setup.
You
are in Mordor, starting out in Udûn and presumably
later moving on to… darker pastures closer to Mount
Doom. The place is pretty packed with orc patrols, orc
camps, ruined fortifications, local mutually hostile
wildlife and the occasional troll or ghul (whether
those things have any basis in lore I have no idea).
At this point, the open world thing almost works. The
orcs go about doing their orcish thing and bullying
slaves, while your objective is to assassinate your
way through the ranks of Sauron’s army until you get
to the superminions, which bear an uncanny resemblance
to Sith Lords in another fiction franchise.Talion De
Salvatore goes all Assassin’s Creed
on them, climbing, jumping, sneaking and backstabbing,
with the added bonus of trying to find out orc
captains’ unique strengths and weaknesses. Later in
the game you even play them off against each other.
The Nemesis system is a big part of the game and it
actually works. Bonus points for having the orc
captain level up if he kills you. It makes things
strangely personal. I have mixed feelings about them
sometimes coming back to life, though. Thankfully,
they have pieces of metal stuck to their skull in the
spots you hit them to remember you by.
Now,
the interface is horrible. There are more controls
than in a flight simulator and a cluttered HUD to
match. Frankly, with this many icons on screen, I feel
like I am playing Terminator.
Nothing is explained anywhere, so for the first hour
or so you’ll be stumbling around, pressing the wrong
keys and wondering why some things first happen and
then don’t. And why some orcs are colored differently
in wraith-o-vision. In combat, you hammer away at
attack and block keys and Talion seems content to do
his own thing. Getting him to do something sharpish in
combat feels clunky and slow because he insists on
first finishing his animations and then making the
wrong context-sensitive guess on what you are trying
to accomplish. Like dropping down from a fucking ledge
instead of trying drain a whole bunch of enemies all
at once. Or pulling out his bow when you are actually
trying to make the Cadagor you are riding on bite a
downed orc. Basically, when the game does tell you
what happens when doing XYZ, there is usually about
50% odds of Talion actually doing it. For some reason,
I seem to have lost my ability to drain enemies just
now. That is bad because dead orcs can’t give me intel
on Captains.
The
whiff of bullshit grows stronger with enemy respawns.
I pull an all-out genocide on an orc camp site but as
soon as I am out of minimap range, they are all back.
Clear a small canyon and sure enough, you’ll soon have
an orc patrol traipsing down from the dead end. Apart
from the hierarchy of orc captains, you can’t change
anything in this world. If the Nemesis system isn’t
enough for you, the inevitable consequence is that you
feel like you can’t achieve anything at all when all
the slave camps you’ve liberated are back in operation
five minutes later. Sure, this makes vast save files
as per Skyrim
unnecessary but this is not what open world games are
played for!
By
the time you get into your upgrades and gear, you can
feel bullshit oozing from between your toes. You have
a sword and a broken sword you use as a dagger in
memory of your son. Then, you also have a bow. Well,
not really. Whenever Talion wants to do some archery,
he pulls an ethereal elf-bow out of his ass, goes into
bullet time and sends a laser-trajectory missile onto
the target. It kills regular foes on headshots but
otherwise is more useful in triggering explosions and
unlocking beast gates. You can use the bow a limited
number of times and reload the charges by collecting
ghostly elf-arrows, left stuck in various structures
around Mordor for reasons beyond mortal comprehension.
It
gets worse. Instead of finding better weapons (which
would mean giving the game world an object placement
layer), killing a captain drops a rune you can add to
one of your weapons if you have found enough Mirian to
purchase that extra runeslot and…. Oh Christ On A
Bicycle, developers! Do you read your own design
documents? How does one drop a rune? How does one add
it to the sword in mid-game? How come it takes this
weird in-game currency Mirian to unlock… what? More
space on the hilt of the sword for the runes? And once
you have selected your runes, how can you change them
on the fly even in mid-fight? Do the orcs pull back
while you chisel the old one out and hammer the new
one in? Did it ever occur to you use those silver
anvil towers (don’t ask, for Old Gods’ sake) for
tinkering with runes since you already have hammer and
anvil graphics?
Or
just give me loot. By Valar, just give me loot!!!
Most
of the learned abilities are gamey action bonuses
related to kill streaks, reminding me of Borderlands
but in a much less creative way. The ability to make
campfires explode is fun, though. You get ability
points from XP and unlock new ability tiers by mucking
up the power struggles between Orc captains. However,
upgrade system, which is about having more shots with
the ass-bow and sticking more runes onto your things,
depends on you finding Mirians. This strange in-game
currency is never explained but earned through mission
rewards and finding hot spots in wraith-of-vision
because apparently money can have a ghost too. None of
this has absolutely nothing to do with the
circumstances I see Talion in but the game throws one
arbitrary progression mechanic after another on me,
constantly knocking me out of suspension of disbelief.
And
then there are the quests and I am suddenly buried in
bovine feces. This is where SoM and Far Cry 3
shake each other’s hands and fart in my face. Mission
start is a location with a particle effect. You reach
it, activate the mission and all of a sudden the
reality itself changes. Archery missions are a great
example. A tent grows a forest of elf-arrows from the
floor and all the enemies around you disappear. Then
hordes of one-shot enemies start crowding in on you
and you have to, let’s say, head shot 10 of them
within 30 seconds or else. Unfortunately they shoot
back, so after needling my 10 orcs (it tells me to
headshot uruks but all it gave me were snaga archers;
a text bug?) I make a beeline out of the tent.
However, since the 30 seconds had not yet expired, the
game tells me I have failed the quest by virtue of
leaving the location and asks if I want to retry. I
didn’t know that by leaving the tent, those ten dead
orcs suddenly sprang back to life? Then again, I
spring back to life time and time again, so… we are
all wraiths here?
In
short, a mission creates a pocket dimension and
superimposes it onto the game world. Creating these
pocket dimensions also means warping enemies in and
out of them, resulting in absurd events. In one
mission, after I completed it, I witnessed dozens of
orcs, cadagors, camp fires and whatnot materialize out
of thin air all around me because the pocket dimension
was erased and the usual world content was re-applied
on that location. Lucky for me, the respawn dropped
the beasts on top of the orcs and I was hiding in
bushes while the previously eerily moonlit ruins
became a battlefield. I remained there, crying over my
shattered suspension of disbelief and the developers’
distinct lack of style.
I
honestly tried to like this game. I am a fan of
Tolkien’s and I also like the modern derivative works
(yes, that makes me an uncultured barbarian). I am
even a fan of stealth games and SoM does much better
job at it than, let’s say, Dishonored. The graphics
are good and the animations fluid. Stealth-take downs
are brutal and combat is lively. With the
attack/defence oscillations it might actually be fun
without the finisher combo bullshit. Sound design is
excellent and the storyline concept is appealing, much
more so than I would have thought. It also gives me
hope for Witcher
3, because while I usually detest the third-person
view, this time I was curiously unbothered by Talion’s
fat ass and ugly mullet. Seriously, all 3D action
games should be use the FPS perspective. I have heard
the counter-argument for increased characterization
but look at Deus
Ex: Human Revolution. If you want to highlight
the character in an FPS game (and a much deeper
character than Talion) or have scenes where it might
be problematic not to see your feet, just switch
momentarily out of it! Still, SoM proves that the
third-person view can be less of a handicap than it
usually is.
But
while I spent hours playing the game and occasionally
really enjoyed myself, the bullshit kept piling up.
Eventually, my suspension of disbelief broke under the
strain, I ceased to care about the plot or the orc
captains and I grew bitter over what could have been.
Skyrim
really wipes the floor with this game and does it with
more authority than even I thought possible. As a fan
of open world games, it annoys the hell out of me that
something like Bullshit World Games exist. They
represent a school of thought and game design that is
probably going to become more prevalent since it is
more console friendly and perhaps easier to design on
paper. With Shadows
of Mordor getting rave reviews, it is obvious
that I am in the minority with my criticisms. The
future belongs to Bullshit.
Final
verdict:(+3…+2…+1…)-1
29-Sep-2014:
Steampunk Stalkers
This is not a new idea but it came back to me when I
was reading about Sunless
Sea. Imagine an alternate aftermath of
H.G. Wells' War of the Worlds. The aliens are
presumed dead, killed off by Earth microbes. However,
they brought some of their own. In areas they had time
to conquer, alien influences are warping Earth life,
creating jungles and wastelands of hostile mutants and
toxic plants. And where alien structures are present,
even the very laws of nature and physics seem fragile,
spawning deadly anomalies and eroding the fabric of
time and space. The biggest loss to humanity is
obviously London, the "mother of cities". It is now a
wasteland deadly anomalies, alien wreckage and mutated
life.
With the military threat from the aliens gone,
ironclad warships have forced their way up the Thames
river, firing incendiaries at the altered vegetation
and helping to establish a foothold in the docklands.
Beyond that, there was little they could do and
military excursions into the Altered London usually
end in disaster. The admiralty is most concerned about
reports indicating organized activities or
rebuilding of alien structures deep within London.
Could some of the aliens have survived, or is there
some other faction out there, far too cozy with the
aliens by all accounts? Either way, there is no
obvious military solution in sight and the Prohibited
Zones, including London, are quarantined by Royal
Decree.
Fast forward a few years. London is now lost inside a
jungle of strange vegetation, blood-thirsty mutants
and alien wrecks. The Imperial Quarantine Office, or
IQO, is responsible for the security of its borders
and whatever other alien relics the war has left
behind. However, the office is complacent, inefficient
and thoroughly corrupt. Cooperation with other
branches of government is poor and the Royal Navy in
particular views it with disdain, maintaining its own
outposts along the Thames River. Elsewhere, life goes
on. Brighton is the new seat of government and much of
the industries have moved to Liverpool and other great
ports. The post-war reconstruction effort has brought
about an economic boom, amplified by staggering
advances in science and technology.
Nobody is saying it aloud but alien artifacts have
been finding their way into the hands of governments,
generals, powerful industrialists and secret
societies. There is a booming trade in altered biology
for their real and imagined medical effects, while a
high-budget cottage industry dabbles with xenotech
weapons and tools. Very little of the alien technology
can be replicated outright but finds brought back from
the Zone are running steam-powered airships, walking
tanks and articulated prosthetic limbs superior to
their flesh counterparts. Not to mention the many
portable applications of the alien thermal ray
emitters. The War was not end of the world but the
beginning of a new age and possibly a new war of
unprecedented proportions, as many rival factions
compete for otherworldly secrets.
All this is possible due to stalkers. These are
courageous rogues of all manner and breeding, who
either defy the IQO or bribe them to let them through
and make harrowing expeditions into the ruins of
London. They have brought back gold from the vaults of
Bank of England, art from the British Museum and
jewellery from the stores of Piccadilly Street but
alien artifacts and biological samples are by far the
most prized finds. Although this kind of activity is
something that should be beneath those of proper
breeding, many noblemen and ladies lost everything in
the war. Now they participate in these expeditions
under false identities to rebuild their fortunes.
Stalker expeditions are increasingly relying on
xenotech to match the hazards of the Zone and some
enjoy lavish sponsorship from secretive or outright
clandestine sources. However, they are just a cog in a
vast infernal machine of political rivalry and
conspiracy that has sprung up around Zone London.
23-Sep-2014:
Wasteland 2
You knew I was going to review that, didn't you? Well,
I've got some good news and I've got some bad news. The
good news is that this is a good game. It's a
post-apocalyptic game in the vein of Shadowrun
Returns and I mean that in a good way
gameplay-wise. No magic or elves here. And it is 3D, not
isometric, although at the zoom levels I am playing with
you couldn't tell the difference (except when you have to
rotate the view to see behind obstacles). Left mouse key
interacts, right moves and middle rotates the view. Active
objects usually have some sort of highlight on them but
can still be hard to spot. Oh yes, the game is turn-based.
Just like it should.
In a nutshell, this game is everything I wanted Kraterto be.
Now for the bad news: despite claims to the contrary,
this is not Fallout. Rule changes I can forgive
but something else is missing too: charm, humor, a sense
of wonder, something. I have quite a few gripes
too but don't let it distract you from the fact that this
is a good game. A Good Game. It just isn't a Great Game
and thus it is not a real competitor to the old Fallouts.
In Wasteland
2, you are a Desert Ranger, a member of a sort
of police force in a post-nuclear desert of Arizona.
Starting out with a party of four, you can add ready-made
members or try making your own. There is a fair set of
attributes and stats available but pitifully few points to
put into them, which of course leave space for scaling
when you level up. The option to write a character
biography is a cool idea. Most players won't use it but I
got a kick out of writing character-specific idioms and
quotes. The problem with the creation system is that the
game is really bad at explaining what affects what, so
you'll probably go down the same route as I did: do a shit
party, play for a couple of days to find out how shit it
is, and starting over with a much better understanding of
the game and its mechanics.
The gameplay is split between two views: a high-level 3D map
of post-apocalyptic Arizona. It is mostly featureless apart
from some mountains and radiation clouds and but when you
get close to a location, it sort of pushes up from the
ground. There are random encounters too, announced with
Fight/Flight pop-up windows. Your traipsing around the
wasteland is limited by the amount of water you have. It can
be replenished at oases and at certain locations, although
strangely not at Highpool, which provides the other
Wasteland settlements with most of their water. But I
digress...
Once you enter a location, or fail to avoid a random
encounter, you are taken into a gameplay map, a limited 3D
area with foes to shoot, NPCs to talk to, boxes to open and
mines to tread on. The actual locations are pretty well done
but the small selection of maps used for random encounters
gets stale fast. Since these encounters are supposed to take
place out in the desert, I don't understand why they can't
go down the old Fallout route and use a fairly plain
map with some random elements and clutter. Sure,
individually any of these maps has more elements to them but
repetition actually makes them grow stale much faster.
Besides killing monsters and opening chests, talking to
people usually grants missions and the Ranger command drops
more on you via radio. However, the mission journal in this
game is one of the worst I've ever seen. The devs have gone
out of their way to avoid the impression of "quests" but as
a result you'll have hard time keeping track of what has
been accomplished, where it is rewarded and what goes on
where. Passwords, codes and the like are not automatically
stored anywhere either, so if you forget the safe
combination from an earlier discussion, you have to scroll
down the discussion prompt for minutes trying to find that
conversation again. I guess that's old school for some.
Fortunately, the distinct sidequest tasks dropped onto your
lap by the Ranger command usually include a location on
paper map but still, the "towns" can be confusing as hell
when you are trying to figure out your mission targets.
When combat occurs, the game moves into rounds with rangers
and foes getting turns to spend their action points
according to their respective initiative scores. As always,
you can't have too many action points in this game. Since
there are no perks to offset the weight of the attributes
(or personalize the character for that matter), I don't know
why anyone would play anything else but a very intelligent
circus acrobat. In combat, many things can happen and the
injury system is actually quite extensive. Not as extensive
as in the golden oldies but still, field medic and surgeon
are separate skills and tool sets, but trust me, you'll need
both.
I am not exactly turned on by the story. The main plot leads
you around the wasteland and forces you to make some pretty
big choices early on. The choices and their consequences are
something this game supposedly excels in. I can vouch for
the first part but I am still waiting to see the second. The
setting has... potential. Unfortunately, it is mostly
unrealized potential. Where are old battlefields and easter
eggs (apart from those fucking toasters)? Where are faction
patrols, or at least the chances of encountering anything
else but raiders and monsters out there? I'd like to see a
trader caravan or some water refugees every once in a while.
Maybe a religious procession too, since it is easy to see
how the end of the world might have been a religious
experience for some. Still, for the most part the internal
consistency of the setting does hold up. I just wish they
had come up with more living world. I can understand that
there was only so much world-building you could fit into
Wasteland 1 but those restrictions are gone now. Go nuts!
Like in Fallout!
As you can see, I am constantly comparing W2 to the old and
new Fallouts. I repeat, Wasteland 2 is a
good game. Good but not great and those are the games I want
it to be!
However, the biggest problem is something this game shares
with the old Fallouts. It is the reason I don't
usually like old-school computer RPGs: the ability to fuck
yourself up. Make the wrong kind of party? You're fucked.
Create the wrong kinds of characters (guaranteed to happen
the first time)? You're fucked. Buy the wrong weapon? You're
fucked. It would take a shitload of quicksaves (actually, it
would take the three-slot autosave feature from Skyrim to
fix 80% of this problem) to avoid this. As it stands, I am
starting over since I now have a better understanding of how
the game works, how the world works and what exactly you are
supposed to do, at least in the beginning. I am sure the
shitty journal system will bite me in the ass again and
again. Many people look back on retro games with nostalgia
but honestly, there is a reason why even the AAA games
market back then was a fraction of the size it is now.
So, here we go...
Final Score: +2
It gets +1 because I am going to play the shit out of
this game despite all its problems. It is a good offering in
my favorite genre and I am willing to endure some serious
pain for that. It gets the second +1 for giving me a massive
inspiration on what I want to do next with Rovers.
So, as a result of playing Wasteland 2, I
officially declare that Rovers is off the shelf
and back on the table, to be worked on whenever an
overdose of fantasy from writing Taistelijan Kirja
gets the better of me. Expect a full and brutal overhaul.
Also expect delays on both projects since I am busy
playing Wasteland 2.
14-Sep-2014:
The Book of Warrior
I'm back! Not that anyone noticed that I was gone but I
was in Istanbul, Turkey for two weeks. Together with the
previous trip I've been traveling for almost a month, with
just five days between the trips. While it has been fun, I
am honestly feeling a bit war-weary by now. Besides,
Finland looks beautiful right now. I think I am going to
stay at home for a while. Besides, I got a pneumonia from
my first trip and while antibiotics seem to have done
their job, I wouldn't recommend traveling with busted
lungs to anyone.
Istanbul is huge but the old city is about the size of
the Helsinki center, so everything there is accessible by
foot or tram. Although the city is built-up and
modernized, the ancient walls of Constantinople still run
around it and make for an impressive sight. It also gives
you some idea of how formidable the city's defenses must
have been at their height. While visiting Hagia Sofia was
perhaps the high point of my journey, my Personal Conan
Moment (I've been chasing that high ever since standing
before the Golden Gate of Kiev last year) was provided by
the Blue Mosque.
Now that's what I call a temple!
Still, the interior of Hagia Sofia blew me away. A museum
since 1935, the Turkish government has tried to restore many
of the Greek Catholic mosaics and wall paintings, often by
carefully removing the Ottoman-era coat of paint where
particularly precious paintings are believed to be. The
restored parts are fantastic and some of the retained
Ottoman parts are equally fantastic and on the whole,
visiting Hagia Sofia gave me a pretty clear idea of what a
certain interior space central to Verivartio
campaign actually looks like. It just needs more
gold-colored metal.
Everybody else in the Finnish RPG scene seems to be having
fun at Tracon. On one hand I am jealous but on the other
hand I couldn't have made it so back-to-back with all my
traveling and my lingering cough. Next year, perhaps.
Anyway, with Astraterra and Myrskyn Sankarit,
looks like the newbie and kid demographics are well served.
The delightful pictures posted on social media really warm
my heart. I know some people are already celebrating a
resurgence of our hobby but honestly, we are light years
away from where we were in the nineties. Still, it is an
upturn and I'll take that any day over my own dire
predictions.
The fate of the Praedor RPG supplement is still up
in the air. Personally, I am starting to have doubts if the
next Praedor graphic novel will ever come out. It's not
about Petri being lazy, it is about him needing to eat and
feed his family. Compared to his contracted works, Praedor
is peanuts, no matter how much I have tried to change
that equation. Even the biggest Finnish fantasy franchise is
still pretty damn small and to my knowledge even the LARPs
centered on it are now over. Three cheers for Kirotun
Maan Kulkijat by Osuuskumma but it did not set the
world on fire. I doubt my next novel, or any novel for that
matter, will either but I will keep striking the
flint.
As I have already said, Mike did an excellent job with the Hornankattila
adventure module for Myrskyn Sankarit (just look at
that cover;
the forest and the green are not over-represented, they are
the core elements of the story). It gave me an idea. I
already have some supplemental material for the long-awaited
and still-delayed Praedor supplement. I will chop
that material into geography-agnostic bits, complete the
writing and start publishing them as cheap, short and sweet
PDF guides, complete with a topical adventure. Petri was too
busy to even dream of illustrating them, so we agreed that I
can use any existing Praedor art for illustrations,
particularly the comic books and the picture panels from Vanha
Koira. Praedor RPG fans have been asking
supplemental material since time immemorial but now we'll
see if there is any true demand.
The first supplement is going to be called Taistelijan
Kirja and you get no prizes for guessing the theme. If
the next Praedor graphic novel ever comes out, some
of this material might find its way back into the printed
format along with the geographical content. But until then,
the geographical content remains secret knowledge that is
shared only between Verivartio participants.