10. Trine
Three-player co-operative fantasy physics platformer.
Provided you have two friends and two gamepads, there’s not much funnier than trying to blunder through these fairytale trapfests without switching characters. The Wizard has to conjour boxes to drop on enemy’s heads, the Warrior has to get his friends to stand on crates as he tosses them over gorges, and the Thief swings elegantly overhead, raining arrows down whether it’s helpful or not.
9. Saints Row 2
Lighter-hearted Grand Theft Auto clone.
“I threw pimps into lamp posts, I threw pimps into the sea.” Was the heading of an actual article I got to write in PC Gamer this year, thanks to this game.
It ended up being called the Draining Epic Boar Cannon of Venom: the result of a great four-barreled pistol, socketed with a great life-stealing skull, and then run through the Shitty Wizard’s random enchantment service a few dozen times. The genius is not just that you can soup up your best found weapon to make it even more spectacular, but that most offensive skills – like my wonderful Explosive Shot – multiply that weapon’s damage rather than adding a paltry fixed amount.
7. Red Alert 3
Old-school real-time strategy.
The most basic tank can turn into a lamp post. If you put a dog in a jeep, the jeep’s gun turns into a megaphone to amplify his bark. I got through one mission by making Sean Connery dress as a bear. In another, my men were audibly dismayed that the lasers incinerating them had come from Abraham Lincoln’s eyes. This is really all I need.
6. Prototype
Free-roaming action massacre.
You know that move in faux-wrestling where they climb the ropes to jump elbow-first onto tubby bare-chested man? In Prototype, I ran up a skyscraper, whipfisted onto a helicopter and flew to cloud level to get enough height for an elbow drop. On a tank.
5. Dawn of War 2
Small-scale strategy.
This wouldn’t be in the list at all but for the Last Stand mode the last patch added. Three players have one unit each, against twenty ridiculous armies. You fail, but each try earns XP, and XP earns new wargear. Even once you have something you like in every slot, the excitement of earning new stuff never wears off because each bit suggests inventive new loadouts to tinker with. In that, it’s one of the most intelligently designed RPGs I’ve ever played, and a needed reminder that Relic are as clever and full of surprises as ever.
4. Batman: Arkham Asylum
Punching.
I really can’t stand the Joker in this, which made me think there was no way I’d end up loving it. As it turns out, the game’s not really about him. The swift and gratifying fisticuffs are more often broken up by the game’s real villain, Scarecrow. His insidious and persistent influence is handled with invention and artistry that lifts Arkham beyond being merely The Only Good Fighting Game.
3. Borderlands
First-person shooter RPG.
The point of randomising weapon stats, which Borderlands was keen to do in an FPS, is the thrill of finding something that seems too good to be true. I found an electric revolver with a preposterous punch, an explosive sniper that obliterated enemy faces, and a shield so strong it turned my slender ghost lady into a thundering tank.
2. Braid
Time-travelling platformer.
I get irritated with time travel movies, Primer excepted. No! He wouldn’t fade from the photo, idiots! He’d either never have been there or he’d remain! Won’t anybody formulate a coherent logical framework for this kind of light-hearted entertainment?
The great thing about time-travel games is, they have to. The player gets to choose what happens, so the developer has to be able to answer every awkward question he could possibly ask – and even design puzzles that demand your players to understand time travel better than most film-makers seem to. Braid does that, and goes so far beyond; to fringes of twisted thinking and backflips of magical logic I’d never considered.
And yet, so long as you don’t force yourself to solve every puzzle first time, it’s surprisingly doable. It invites incredible thoughts, rather than trains them like Portal. For some, that’s why Portal’s better. For me, that’s why it’s worse.
Plenty of more solid games here. Plenty of smarter ones. Plenty of braver, stranger, more surprising experiences. But if I could only save one from the fire, it’d be Mirror’s Edge. Its eye-tinglingly vivid city is one of my favourite imaginary places, and it’s uniquely good at making you feel like you’re there.
I play a lot of first-person games, but in the rest I’m a hovering disembodied gun turret, which really doesn’t have much to do with the experience of being a real person anywhere. The soundscape of Mirror’s Edge is your footsteps and your breath, and your scampering, scrambling gait is the most excitingly tactile way to interface with a virtual world I’ve played. It says something when you can start the trailer for your game with a minute of someone playing your game, on an ordinary level, without fighting anyone, set to the game’s music.
I’ve never really played anything like this, but more to the point, I wish I had. I wish shooters felt like this, I wish we had art this chic, places this cool, music this good and this sense of embodiment in virtually everything we played. Instead, I’ve got an uncertain wait till the next one.
Jason L: Correction, that's Patrick Reading's quote. Grabbed from Idle Thumbs 16, from which I've learned anew that Chris Remo was actually applying it to Mirror's Edge. Apparently I am just one of the Intertubes.
I cooed a little about the amount of free stuff Valve have added to TF2 since release, but it’s not purely to fix or improve the classes. They’ve been experimenting with ways to leverage this free content to add an element of persistent progress and character customisation to TF2. But their experiments have been weird, and so far the resulting system doesn’t really do its job. If you’re all too familiar with why the current system needs changing, you can just skip to how I suggest changing it. Here’s what’s wrong:
You can unlock weapons for a class by earning its achievements. That means everyone plays the same class when its new weapons are released, even before they’ve earned any of them. We’re bribed to play that class at the very time when TF2’s primary problem is inevitably going to be too many people playing that class. And we’re often bribed to play it in counter-productive ways to fulfill achievement criteria, some of which are just fun little jokes.
You can ‘find’ weapons and hats randomly. On the plus side, that sometimes gives you a weapon for a class you don’t normally play, encouraging you to try it out. On the down side, well:
A lot of what you find is duplicates of what you already have, which means that little gold message comes to be associated more with disappointment and absurdity than excitement or pleasure.
People’s fortunes vary wildly without any correlation to skill. Some people play for hours a night, rarely get a weapon, find only dupes, and have never seen a hat in hundreds of hours of play. Others consistently get unlocks every half hour or so, and have copious hats for classes they don’t even play.
Consequently, very rare and exclusive class items like hats don’t signify anything when you see a player wearing them. What does the mighty Camera Beard tell you about a Spy? Nothing, he just got lucky.
You can ‘craft’ items by combining lots you have to produce one you might not. Presumably meant to tackle the dupes problem with the random drops, but what we understand of the current system is totally bizarre. If you don’t have the Eyelander, you seem to need six copies of the other two Demoman weapons, plus at least eight melee weapons, to craft one without losing anything you need. In a given time period, you’re about 13.8 billion times more likely to just find an Eyelander than what you need to make one.
For a hat, you’d have to find eighty-one weapons you don’t need just to make a random one. To have more than a 3.4% chance of crafting the one you want, it takes a hundred and twelve. At the end of which, you’ve got something a new player might find in his first hour with the game.
That’swhat’s wrong with the current system. I think it needs a few changes to work as an addictive RPG, as a way of customising your characters to your tastes, and as a way of showing off your skill or dedication in the way you dress. The unlocks system ought to make the repetitive violence feel like part of a larger goal, and give you a sense of progress even if you lose. Here’s how I’d do it:
Unlockable Weapons: You’d be able to browse these from the main menu to see what’s available, and select one you want to unlock. Each requires somewhere between 250 and 500 points, and once you select it all the points you score in-game, as any class, count towards that. That’s about 2-4 hours play – the Flare Gun might be 250, the Direct Hit 500. You need to be in a game with at least four non-idle players or bots for your points to count, but beyond that anti-exploit measures are probably futile.
On top of that, every five hours or so you’ll get a random weapon unlock that you don’t already have. If it’s the one you’re working towards, points earned so far transfer to what you pick next.
The idea: Every match gets you closer to something you really want, and the items you choose first make you a different player to those around you. At the same time, you can still get something unexpected for a class you don’t normally play that might encourage you to try them.
Achievements: I think they should stay – I even think the silly ones should stay. In fact, I’d get rid of the sensible ones, and just leave the ridiculous accomplishments – taunt kills, ironic deaths, corpse dancing and tortured puns (Slammy Slayvis Woundya? That’s what you’re going with?). But they no longer earn you weapons, they’re just an acknowledgement for any time you do something remarkable.
The idea: Silliness absolutely has a place in TF2, and trying to get things like taunt kill achievements just makes the game hilarious for you and your enemies. But no-one should be bribed to go for them if they don’t want to.
Feats: This is where the sensible achievements would go. They’re things that genuinely benefit your team, so you’re rewarded each time you do them: some bonus points towards your unlock (but not your in-game score) and a little pop-up: “Medic Feat! Extinguished five team-mates, +2 points”. Things like multi-kills, capturing a point alone, setting light to a cloaked Spy, killing a fully charged Medic, or making the winning capture would always be rewarded.
The idea: By letting people know they’ll be rewarded every time they do this, it both teaches and incentivises intelligent play. Achievements already do this a little, but not reliably: plenty of the actions they suggest are actually pretty dumb.
Unlockable Hats: These are handled separately, but again you choose which you want to unlock. When you do, only points and feats earned as that specific class count towards it, and the number required is in the thousands – twenty hours’ play for most, more for some special prestige items. You still earn points towards your weapon unlock at the same time.
The idea: A hat says “I play this class, I play it well and I play it a lot”. A Camera Beard says “I am amazing or crazy.”
Crafting: No crafting. I don’t think the system is entirely unsalvagable, and Chris Livingston does a good job of salvaging it in a much shorter post than mine. But ultimately any full crafting system hinges on finding dupes, which I think ruins the “ooh, I found something!” moment by diluting it with disappointment.
DoctorDisaster: They aren't reinforcement for any particular behavior in-game, that's true; the behavior they're trying to encourage is playing the game, period. They don't much care what you do once you're in there, so long as you're inflating their playerbase.
To be honest, that's the thing that bothers me most about the whole drop system: it's unusually cynical for Valve. The achievements at least seemed to be rewarding you for exploring odd nooks and crannies of the game mechanics — the drops are a straight-up slot machine simulator. Every refinement they introduce seems to shore up the "incentive to play" angle rather than addressing players' criticisms of the system.
I was being pretty vague when I said your system smacked of "management" — sorry about that. What I meant is that when I pictured that system implemented in-game, I saw an RPG-style advancement screen involving a mess of progress bars and drop-downs. Nothing any more complicated than, say, the inventory and crafting screens they've already implemented, but does TF2 really need another fiddly menu screen?
Frankly, it already baffles me that developers who gave the spy little paper masks to avoid cluttering up the interface with disguise icons are now shifting a bunch of game time out of the engine entirely and into the menus. I might be letting my personal opinion of what's fun get the better of me, but I think that's a trend we should strive to minimize. (The quick-switch system for guns you're carrying is a great step in this direction, for instance.)
Chris's system would just replace the single oversized image on the drop screen with x smaller ones, requiring no additional game time or new menus. It may seem like a minor thing, but it's enough to make that concept my favorite.
There’s only one class left for Valve to update in Team Fortress 2, the Engineer. One by one, Valve have given each of the other eight characters a set of alternative weapons, and with each release there’s been a batch of new maps, game modes and features to play with. The amount of free stuff we’ve had since I wrote up the first details of the unlocks system at the start of 2008 is obscene.
When the inventory system went down briefly before the latest update, we were temporarily stuck with TF2 much as it was in 2007. The feeling was, “Where did the game go?” Compare that to something like Halo 3, released around the same time, which has functionally barely changed and charged a total of £20 ($30) for its new maps.
One thing that hasn’t changed since that article (funny to read in light of how much has) is the spirit of the updates, framed there: “The unlockables aren’t just beefed up versions of the weapons, they balance major advantages and disadvantages to fundamentally alter the role of that class.” While Steam forumites have turned that ethos into an imperative law to be screechingly enforced by the limp fist of internet tantrums, the gist is basically universal: the unlocks are supposed to change the way the class plays in a meaningful way. How successful have they been?
Medic (April 08): decent – the Kritzkrieg is a nice idea but badly needed the large charge-rate boost it later got. The Ubersaw set the standard for awesome new melee weapon ideas with negligible drawbacks that would continue to enrage weird forumites for twenty more months without ever actually making the game less fun.
Pyro (June 08): great – the Backburner turns the Pyro into the ambush class he was always meant to be, but they also added the airblast ability to the standard flamethrower to make the trade-off more interesting. To this day there are two distinct breeds of Pyro playing properly different roles. Also, the Axtinguisher is the second best idea Valve ever stole from me (and somehow implimented in 19 days).
Heavy (August 08): weak – the Heavy was one of the least played classes at the time, today he’s dead last. It’s not because he’s underpowered; he’s the second highest scoring class and the most deadly by a head. It’s just a very rocky experience getting those kills, because everyone seems to have an easy way of doing something horrible to you, and you don’t seem to have a way of avoiding any of it. He needed unlocks that would give him some flexibility, some get-outs or workarounds. Instead he got a gun that’s good against Scouts (rarely a problem in my experience), the admittedly neat Sandvich and some fun but impractical gloves. Needs a revisit.
Scout (Feb 09): mixed – the Force-A-Nature and Sandman get changed, patched and bitched about so much that I have to assume they haven’t been totally successful yet, but I can’t get a handle on them myself. People can do things with the Force that I don’t even understand – suck me towards them or one-shot me – and yet it’s utterly useless in my hands. Bonk tackles the main problem with the class, survivability against Sentries, but it’s still not useful enough that I ever want to play the class once turrets crop up.
Sniper (May 09): superb – the Huntsman transformed him from a stay-at-home trouncing twat to a roaming predator, powerful but vulnerable. Its viability at medium and near range leads to so many breathsnatching life-or-death snap shot moments against guys who’d kill him in a second if they didn’t have an arrow in their face. Jarate lets him help friends take care of threats he’s not suited to, or just insult his killer before an inevitable death. I don’t really see the point of the Razorback in a world where Spies can headshot, but whatever.
Spy (May 09): superb – the Dead Ringer creates an Action Spy subclass the likes of which we’ve never seen, and the Cloak and Dagger lets him be the methodical, oppourtunistic infiltrator his abilities always hinted at. Some clever thought about which kind of cloaks should recharge from ammo makes the choice a tough one, and better still, situational. Now that people have cottoned onto it the Dead Ringer noise is a little too loud – it might be fun if he masked it by calling out a random line of the class he’s dressed as: suspicious, but not conclusive. The Ambassador is effective but, if you ask me, too much of an overlap with the Sniper and pretty horrible-sounding.
Soldier (Dec 09): great – the Direct Hit finally makes rocket combat feel like a mindgame rather than a spamgame, and the Equaliser is way better than my idea: it’s the speed increase at low health that really makes it. It’s the one weapon I love to hear people complain about, because having been that Soldier who one-shotted them, I know how terrifyingly close to death he was. Bugle: indifferent.
Demoman (Dec 09): good – the sword and shield don’t make a new subclass of Demoman, they make the tenth class. His massive resilience to explosions demands proper restrategising, and I love the way the Heads mechanic makes him one of the few classes with something to lose. The more lives you take, the faster and tougher you are, so the more you want to preserve your advantage and therefore life. Charging is hilarious. I do think the sound and feel of melee combat in TF2 isn’t quite up to doing a big sword justice, though: it feels wrong for its blows to be met with a quiet crunch, for its swings to connect in much the same way as a bottle’s, and to be able to whack a Pyro three times without killing him. I also think it’s a crime not to have provided a Grenade Launcher alternative: is sucks for all the reasons regular grenades suck.
It’s an excellent track record. The mis-steps haven’t made those classes worse, just failed to improve them – a failure that’s default in other games. The way these unlocks are earned has also changed, but strangely. For the sake of the scrollbar, I’ll save what’s wrong with that and how to fix it for another post.
While there is generally a path around the enemy team that enables you to use the crits, this actually translates to choosing not to charge 10 enemies in the face to charge 2 enemies. And then when you get behind the enemy, the crits bug out and don't trigger even though you are burying the nozzle in the center of the guy's back.
This being said, it does work quite well on Badwater, since there are quite a few places where you can drop down onto people thus eliminating the need to get through the enemy lines before surprising them.
If the crits were more reliable and more maps had such vertical mobility, then it might be a balanced unlock. But at the moment airblast beats a situational crit that has worse registration than the Spy's backstab.
As for Bonk! I use it almost exclusively on 2fort. Assuming there is no sentry in their intel room, you can quite easily Bonk your way past the enemy Sentry guns in the courtyard and if no-one has seen you charge in, only the engineer will be chasing you during the slowdown period, since everyone else is too busy deathmatching to notice. You also don't need to run away. Once out of the Sentry's firing zone, merely duck around a corner and wait for the pursuing Engineer. When he appears, your scatter gets bonus damage due to the proximity of the target, and the Engineer gets dominated.
Once past the courtyard Sentries, you take the intel and try ducking out through the grate, since most Sentries on 2fort are unable to track you before you disappear through that opening.
And if all else fails, drop the intel, circle back down through the basement, Bonk! through the other entrance / courtyard, pick up the intel again since all the pursuers have headed for the basement looking for you, and complete the journey out of the base.
This being said, you almost no longer have to do this in 2fort, since you can just go Soldier/Demo, deal with the Sentries, get your speed boosts, and carry the intel out of there at Scout speed.
Woke up confused on Thursday morning, after a night spent talking to a dog with a human head, dodging feathers thrown by a woman on a rocking horse in the rafters, avoiding a man with a fox snout moulded onto his mouth, exchanging glances with a badger couple, and applauding a woman who set her nipples on fire with a candle lit by an electrified cucumber – the Future Christmas party. The text from Craig that woke me up said the new Team Fortress 2 update namechecked me. !?
The office is nuts at the moment because we’re just finishing the shortest issue cycle of the year, so we were already exhausted when we headed up to Reading for Play with PC Gamer Live: our big free LAN party. Met a lot of names I knew from comments here, as well as Twitter and the PCG blog.
The event was partly to launch our PC Gamer Top 100 site. We’ve done our Top 100 article in the new issue, now we’re gathering votes for a gigantic public one. In the mag, Deus Ex has won for the first time ever – it’d be awesome to see it win the public vote as well. Vote!
One of the main games we played there was Team Fortress 2, so Craig got in touch with Valve beforehand to see if they could lend us some cheaty weapons to hurt our readers with during the event. To their enormous credit, despite being days away from launching a major update, they did. We were able to turn ourselves into slow but nigh-invincible Medics with eternally critting bonesaws, Scout-speed Heavies with deadly boxing gloves, and Soldiers with rapid-fire rocket launchers that do one hundred times the normal damage and heal us with every hit.
The next day the update was out, and I was determined to play fair. But then Robin, who sorted these ultra-weapons out for us, showed up in one of my matches and challenged me to a ridiculous weapon duel. I’d already seen him use the rocket launcher he loaned us, so I was picturing a jousting match with that when I agreed. I hadn’t considered what Valve’s personal versions of the new Demoman weapons might be.
He’s invincible, on fire and able to kill anything in one hit – even me. I’m the Blue Soldier here, the video is taken by a Red Soldier named Traxantic, who by rights should have destroyed me many times over.
Powerful and on fire I can deal with, but invincible makes things tricky. It meant the match was primarily about stopping him from getting to me, which meant buffeting him with streams of rockets as he charged. Inevitably he’d get too close, and I’d have to rocket-jump away and spray a salvo down on the map as I flew.
I apologise to the many, many people killed in the crossfire, and also the people I just shot. Not everyone in the game knew who Robin worked for or guessed that my weapons were probably his doing, so some names were slung. Sorry dudes!
For those that asked, I’m afraid I don’t have my ’special’ pickaxe to show you yet – looks like there are still some teething problems with this update that ought to be ironed out first. I think it’ll be a regular pickaxe with a subtle sparkle to it and eventually a custom name, rather than a cheat-o-matic megapick. I still plan to use it to the exclusion of all else.
The rest of the week was consumed by stuff you don’t care about, but it’s been awesome and exhausting in equal measure. I think we might finally be approaching the relaxing part of Christmas, so today I do nothing that doesn’t have ‘Fortress’, ‘Commander’ or ‘Trek’ in the title.