Archive for May, 2012

The Way of the Game -120 – Do Not Share The Ball!

May
25

They’re back, ladies and gentlemen. Jonathan the Holmberg. Alex the Producer. Sam the Moose. Reunited for the first time in what seems like eons. Bringing the video game podcast thunder like only they can. Your palms will sweat. Your heart will quicken. Your eardrums will joyously pound with the rapturous truth that YES… this IS The Way of the Game. And it is good.

Jonathan starts the show by immediately plunging the dagger into Sam’s heart by pointing out that he is the first victim of Episode 108, in which we predicted what will be THE TOP GAME of 2012. Longtime listeners will be glad to know we brought back both the “Explicit Hammer” and the “Quack” from dormancy.

Alex hustles together some quick news:
Starfox & Metroid Crossover?
Sony announces Bullet Run
Judge recommends ban on imports of new Xbox 360s.

Sam talks a little about the game that is sucking Rhode Island’s life blood dry for months, Kingdoms of Amalur(aramadingdong). Alex is probably, at this very second, tweaking his guns in Ghost Recon: Future Soldier or wishing he was. Jonathan remarks that his time for playing games will probably suffer due to his hunt for a house.

Then Alex introduces a new game: Video Game Unemployment Office. Because video game characters need jobs too.

That’s it for this week. Stay tuned for our E3 pre-show next week!

Ghost Recon: Future Soldier – First Impressions

May
22


Ghost Recon: Future Soldier is a bit like learning to juggle. You’ve seen people juggle, you understand that it’s all just a matter of timing and muscle memory, but when you actually try to get the balls going, all you wind up doing is dropping them. It’s aggravating, it’s frustrating, but you keep trying because dammit, wouldn’t it be awesome to know how to juggle?

It’s the same way for me in Ghost Recon: Future Soldier. I have gadgets that allow me to see through walls. With that information, my teammates and I should be able to effectively kill/maim/capture whatever thingamabob happens to be the objective. Yet, no matter how well I think I have planted my sensor, what I’ve overlooked is that the whole time, there’s some jerk right behind me with a suppressed pistol aimed at my head. Or, more commonly, a guy 100 yards away who managed to get a lucky headshot with his LMG. Despite that, I keep coming back for more. I tell myself that with just a little more practice, with a little more thought, I’ll rock the house.

GRFS is a smart man’s Call of Duty. It’s a game of stealth and ambush. However, it’s also a game of intelligence.

In the campaign, you and three other Ghosts will go from one international hellhole to another tracking down an arms shipment. I haven’t beaten the campaign mode yet, but it’s easily on par with other Ghost Recons. However, it’s not like it’s going to wow you with excellent characters or dramatic plot twists. Your Ghosts aren’t Gears; they don’t reveal a lot about themselves during the mission. While you’re in the field, the Ghosts are methodical killers focused on their work. You get a little of their personality during cutscenes, but even then, they don’t extend far beyond their mission personas.

Future soldiers have gadgets. Optical camouflage can make you nearly invisible. Visors can give you X-ray vision. Grenades can point out enemies rather than detonate. Drones can give soldiers a bird’s eye view of a battlefield. Much of the gameplay in GRFS is focused on finding and ambushing the enemy.

In addition to the see-the-enemy, mark-the-enemy gameplay seen in Battlefield 3, Splinter Cell: Conviction and other games, there’s a new mechanic in GRFS that synchronizes your team’s shots. Many times in the campaign, you’ll want to stay as silent as possible to avoid triggering an alarm. As the group leader, you can highlight enemies in your HUD. Your teammates (human or AI) can then line up those marked enemies, and at the leader’s command, the entire team can fire simultaneously. If no enemies see or hear the takedown, then the Ghosts can continue without a problem.

If there’s one frustrating part of the campaign mode, it’s when you’re in diamond formation. When the Ghosts need to escort a VIP out of a hot zone, they’ll form up in a diamond, facing out, and shoot their way out. That’s when the game turns into an on-rails shooter. The lead man will be stuck with a pistol as he drags the VIP out while everyone else has their own targets to shoot. If you’re playing campaign co-op, you might hate these parts of the game. If one guy in your team doesn’t take out his targets, he’ll be killed, and that’s game over with the option to reload the last checkpoint. However, these diamond formation moments are few and far between, and they look genuinely awesome.

There are several modes to choose from in multiplayer. The one everyone seemed to be playing before release was Conflict mode, which was included in the beta. You’re dumped in a map with a ton of terrain and given a variety of objectives to meet. Meeting objectives results in points, and the team with the highest number of points by the end of the game wins.

The map design is excellent. There is never a moment when you’ll be far from cover. The maps may not be as huge as Battlefield’s, but there’s plenty of ground to cover and plenty of hiding places. In fact, there may be TOO many places to hide. Even the tightest chokepoint seems to have at least four approaches. Locking down an area requires a lot of coordination with your teammates.

Ghost Recon: Future Soldier’s primary strength can also be its biggest weakness. The big selling point of the game is that you have a bunch of gadgets that help you find and kill the enemy. However, those gadgets are limited in number, and once you’ve used them, it’s tough to get more without dying and respawning. The level of cooperation needed to effectively accomplish your mission and use the intelligence assets available is formidable. You need to have a team with the right tools, a good idea of what to do, and the ability to do it under battle conditions. Without that network, the game devolves into a third-person Call of Duty; death comes quick, flanking occurs often and victory usually goes to the first person to pull the trigger.

The better you do and the smarter you play, the more XP you’ll earn. You’ll level up in three classes (soldier, engineer and scout) according to how you played each of them in a round. When you do, you’ll be awarded two attachment credits in that class, one for your Ghost version and one for your Bodark version (the Russian Ghosts). With those attachment credits, you can go into the game’s gunsmith mode and buy something new.

This might be the most addictive part of the game. It takes a while to unlock a new weapon for your class, but with the attachment credits, you can personalize whatever weapon you own to be more to your style. Want to increase the rate of fire on your shotgun? Buy a new match trigger for it. Want a red dot sight or a suppressor? In other games, you have to work with a weapon for a while to earn it. In Ghost Recon, all you have to do is level up once to earn a credit for it, and bam, it’s yours.

There’s a lot I haven’t tried yet. Ghost Recon’s Siege mode is supposed to be a lot like Counterstrike, where there are no respawns and an attacking side and a defending side. Guerilla mode is supposed to have a lot in common with Horde mode in Gears, only with kill streaks. I’ll get more into these things for the review.

For right now, Ghost Recon is my go-to game. It may be frustrating as hell. My wife may hate the words that come out of my mouth when, despite my best efforts, I am repeatedly and violently ventilated. It doesn’t matter. The chaotic gameplay CAN be tamed. It’s all a matter of keeping those balls in the air.

The Way of the Game -119 – Nuts and Milk

May
18

This week, Sam is off somewhere, and Jonathan’s brother-in-law, Michael, is in the house and on the mic.

In our short news segment, we discuss the an ever-growing list of delays: Bioshock Infinite, Tomb Raider, the South Park RPG, potentially more.  Also, GameStop has entered the fake money exchange business as they’ve begun carrying Steam Wallet cards.  Finally, we also chat about Diablo 3 and the trouble it’s having, despite none of us playing it.

Michael talks about playing classic NES games on a site called Nintendo8.  I have no idea how long that site will last, but it’s interesting while it’s there.  He’s also got some thoughts on Skyrim and the recently announced Elder Scrolls Online, as well.

Jonathan’s played Asura’s Wrath, and wishes it were anything other than a video game, claiming it out El Shaddai’s El Shaddai.  He’s also got a couple hours into Xenoblades Chronicles.  That’s not enough time to decide if it’s the JRPG that’ll save all JRPGs, but it’s definitely the most interesting JRPG he’s played in a while.

Alex, as we all know, was out of town last week, and in his journeys, he discovered that his inner child is nine years old.  He’s also incredibly high on NBA 2K12, finding it to be significantly better than 2K11, and a compelling take on the basketball genre.  He’s also playing Warlock: Master of the Arcane, a turn-based strategy game on Steam, which is great except it’s missing multiplayer.

That’s about it for this episode.  Next week, Sam’s going to get a face full of shame!  You won’t want to miss it.

The Way of the Game – 118 – Two Man Headlines

May
11

Hello, peeps!  Alex is somewhere in Ohio this week, so it’s just Jonathan and Sam on the mics for this episode.  In honor of the news guy’s absence, we discuss news.

First though, Sam discusses Kingdom’s of Amalur, which he’s found to be intriguing, if a bit frustrating, and Mass Effect 3, which has succeeded in bringing out Hulk Sam.  Jonathan picked Skyrim back up for an incredibly awkward honeymoon, and has also been playing Word Stack on his phone, wherein you take words and stack them.

Headlines:

Next week, one of the hosts has to eat crow early!  I know I’m looking forward to it.

The Way of the Game – 117 – The Future of Games’ Media

May
5

A bit of a short show this week, but there’s a lot going on in it, I promise.  We’ve got a topic this week that has caught the interest of Alex Wawro, a writer for PC World and former WotG E3 insider, and John Davison, vice president of CBS Interactive.

Rather than inundate our guests with our usual game-related ramblings, we ask what they’ve been playing, by way of introduction.  Alex has been playing Tell Tale Games’ new episodic title, The Walking Dead, and it’s amazing.  John has been trying to understand League of Legends, and it’s not so amazing.

We then move on to the topic which brought these august gentlemen to the show: if the next home consoles restrict the used market in some way, will this ultimately harm small independent media outlets like The Way of the Game?  Will we be less able to experience the breadth of games that listeners and readers demand, or will we be better situated to meet the needs of gamers who are also playing fewer games?

We want to extend a huge thank you to John and Alex.  They provided truly unique insights that can only come from people involved in the “mainstream” media.

Next week, there will be no Alexes on the show, and Sam has rage in his heart.  It ought to be fun!