The PC Gamer Blog

 

Most of last week, I wrote things on the internet instead of in a magazine. We’re ramping up our efforts on the PC Gamer blog by around 5,000%, to see if people like it enough to justify developing it into something more. So with a few exceptions, my job for a while will be ‘blogger’ – a thing I have been doing for fun since 1995. This is exciting! Here’s some of the stuff we did last week:

Tricks

My five favourite games ever, in which I am paralysed, dismembered and killed. (Plus Graham’s, Rich’s and Craig’s).

Tim’s guide to horribly rushing people in Starcraft 2. And what they can do about it.

supcom2

Five good things about Supreme Commander 2 you don’t get from the demo – my attempt to explain the game’s virtues better than its own ill-chosen demo managed. I wish I’d done this for the Hitman: Blood Money demo back in the day, too.

Why I love the Adaptor in Supreme Commander 2. The game’s best unit is tiny.

napoleon

Our Napoleon: Total War review, and what Creative Assembly changed in response to it.

Tom Robert’s open letter to PopCap claiming that they stole 800 hours of his mother’s love. Tom will go far.

stalker

Craig’s tale of touching camaraderie in STALKER: Call of Pripyat. AIs must get confused by the player sometimes.

You can subscribe to all the PC Gamer stuff here. Your thoughts much appreciated.

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29 comments
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TooNu: I thought there was a bit more attention being spent on the PCG site. And it shows and it is a good thing. Anecdotes and gaming suggestions (hilarious or serious it makes no difference) are just as vital about capturing somebodies enthusiasm for playing games as a good review.

Your ultimate goal is to get people excited about PC gaming so they come to your website to read about games they might not even be interested in, in the first place. For example I couldn't give a monkies about football management games but Graham writes well enough to make it sound at least vaguely interesting as a game.

So, more wee stories and things like you guys are doing means more people coming to the PCG site, means more possible subscriptions means you don't have to go back to working in a book warehouse eh?
 

What’s Wrong With BioShock 2 And Why I Like It Anyway

 

The second half of this post has end-game spoilers, but they’re hidden until you click to reveal them.

BioShock 2 - 01

This will sound bad, but the last thing I expected was for BioShock 2 to be worthwhile. It’s like making a Fight Club 2 – either you’re not gonna have that twist, or we’ll kinda see it coming. It wasn’t any lack of faith in the team – BioShock was very much Ken Levine’s gig, sure, but the prospect of a Jordan Thomas gig is just as enticing. But starting from a position of Least Necessary Sequel Ever, given too little time to both form a studio and significantly reinvent the game (MoonShock!), and committed to the obsequious inclusion of multiplayer – I could see fun, I could see interesting, I couldn’t see “I’m glad they made this.”

I am glad they made this. It feels like a remake, a ridiculous thing to do immediately after a great game, but some of BioShock’s systems needed it. By the last third of that game, you’d found enough interesting plasmids and tonics to develop some properly demented playstyles, ones very personal to your preferences. BioShock 2 is saying: what if that moment was just a few hours in, and you could just keep getting more bizarre, manipulative and powerful from there? Mechanically, it finishes BioShock’s clever sentence.

BioShock 2 - 16

Plot-wise… I guess my only problem with the plot is that I missed almost all of it. As a Big Daddy might, I grasped that I was after my Little Sister, but all the other voices in my head seemed like a very long list of names all angry at me for something I didn’t understand. After hours and hours of hearing her talk about it, I still have no idea what Lamb’s plan for Eleanor was, or even what she believes in – except that it isn’t ‘the self’. I thought doing philosophy at uni would help, but I think I need a degree in listening. I can barely process basic information in a game unless it affects the level in front of me.

BioShock 2 - 45

Both BioShocks often feel like two different game ideas, layered on top of each other but not convincingly connected. There’s the Ecosystem, this alien world of inhuman protectors stomping around with delirious gatherers, while packs of crazed aggressors try to steal them away. Then there’s the Backstory, a tawdry tale of fifties dames and johns doing the dirty on each other while high-minded well-to-dos carry on like they own the joint.

BioShock 2 - 38

I buy into both, and I even buy into the Backstory leading to the Ecosystem, as the failed utopia finds a physical outlet for its neuroses in Adam, and creates something monstrous. What never works for me in either game is that the Backstory is still going on. Ryan set these Splicers on me? Why, don’t they just attack everything anyway? And now these Splicers are working for Lamb’s Family. They came to see the fundamental validity of her ethos in the last ten years, did they? In between screaming “Semen! On EVERYTHING!” and scampering across the ceiling with meathooks?

BioShock 2 - 30Michael here feels disillusioned by objectivism, and is thinking seriously about his worldview.

It makes it hard to understand what’s happened in the ten year gap. Lamb’s seized control – of what? What does control constitute in a leaking city of lunatics and corpse-sucking drones? And it leads to a structural clash: you must find your child and stop the demagogue psychologist as soon as possible! WAIT: You have not harvested or saved all the Little Sisters on this level, are you sure you wish to proceed?

WAIT: The rest of this post contains ending spoilers, are you sure you wish to proceed? Show.

BioShock 2 - 24

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23 comments
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Mechlord: The endings have two parts.
Saving the little sisters gives the happy blue sky part.
The sparing of lamb is caused by sparing one or more of the choice characters.
Killing them all results in Elanor drowning her.
 

PC Gamer: Spelunky And The Robot Apocalypse

 

The issue of PC Gamer out today – which I’m pleased to report you can now buy anywhere in the world with cheap or free postage – has a six page feature about Spelunky in it, by me.

It’s something I’ve wanted to do for months: the game possessed me, and no matter how many pieces I read on it I’m never happy that its appeal has been conveyed. I always feel if I’d read this stuff without playing the game, I’d have no inkling of the hilarious, ridiculous and terrifying situations it gets you into on a regular basis. My stab at this, as usual, was to just write some of them down.

Thanks to Deputy Art Ed Amie Causton and Spelunky’s level editor, we put together one of my favourite opening spreads:

spelunky feature thumbnail

It’s spliced with some great quotes creator Derek Yu gave me when I interviewed him, as well as the story of my obsessive search for Spelunky’s deepest secret: the lost City of Gold. It took me over a thousand attempts to find it, and stepping into that low-res treasure trove is one of the most spine-tingling moments of my gaming life. The opening to this feature is what I wrote about it minutes later.

It doesn’t feature a robot apocalypse, though. That’s in a report Rich and I did about a match of Supreme Commander 2:

supreme commander 2 thumbnail

It ends in with a bizarre twist that took us both by surprise, one I’ve never even heard of happening in this type of match before.

The other thing I want to highlight here is that Chris Livingston, who once blogged about what it’s like to play Oblivion as an ordinary citizen, writes a great mini spin-off to that in our Now Playing section this issue. In it, he attempts to be completely law-abiding in Grand Theft Auto IV. I am not prepared to confirm at this time whether or not hijinks ensue.

More on the issue here.

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22 comments
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Jackrabbit: Well, considering how into DF I am, I'm very willing to keep going at Spelunky. The joy I got when I first learned how to play that game was a wonderful thing. It'd be nice to feel that way again.
 

The Best And The Worst Of Mass Effect 2 (Spoiler Safe)

 

After playing about four hours a day for a week, I completed this yesterday.

Short review: fightin’s better, writin’s worse.

MassEffect2 2010-01-25 21-12-00-45 cool

It’s a magnificent game, though, in so many ways. While playing, the things that nagged nagged so badly I had to write them out just for catharsis – it’s rather satisfying, it lets you stop analysing those problems and get on with enjoying the game. I’ve included those here in case it’s also cathartic to read them, but skip em if you’re just having fun.

I’ve also hidden anything that could be construed as a spoiler, with a link to reveal it that says what section of the game it’s a spoiler for.

First, one thing I wish I’d known before I started: You’re repeatedly warned that when you do the next main mission, there’s no turning back. This is a lie. Until you go to a thing called the Omega Relay and click ‘Enter’, you can still go back and do anything you like. Even after that point, some of the side-missions and personal quests willl still be available after you finish the game.

Best: Shepard
(No spoilers)

MassEffect2 2010-01-23 22-13-15-65 shepard

I think she’s now my favourite game character of all time. In ME1 it was a combination of a smart, take-charge protagonist role, Jennifer Hale’s naturalistic, commanding performance of it, and dialogue options that let me walk the line between ’stern’ and ‘asshole’ with gratifying precision. In ME2, it’s all those things with the added pleasure that this is now my character. It turns out there’s a world of difference between sequels where you play ‘the’ character from the first game, and ones where you play your character from the first game. The face is my own creation and the voice is BioWare’s choice, but the two are now so powerfully linked that I’d squirm to watch someone else play as their Shepard.

Worst: Cerberus
(Spoilers about the first couple of hours – show)

Best: Powers
(No spoilers)

MassEffect2 2010-01-25 09-52-50-14 ram

Totally redoing the classes was a smart move: each now has a unique defining power that you use in virtually every fight, and it really made me excited to try them all. Biotic powers were always physical, but now they take effect instantly, making them practical and impactful to play with. And Tech has been beefed up to feel tactile too: freezing someone with Cryo ammo and shattering them with a punch is wonderfully satisfying.

I played Vanguard, whose special ability is a hilariously unwise ramming move that zaps you across the field to slam your opponent flying. I had some incredible moments where I’d smash someone out of the window with that, then shotgun their friend and punch their robot dog. If you go a similar route, make sure you do Grunt’s personal mission. Later you can learn one of your squadmate’s unlocked abilities, and Fortification works brilliantly with Charge.

Worst: The Threat
(Major end-game spoilers – show)

Best: Combat

combat

Wow. I think it helps to play the last game immediately before this to get the full effect: I literally completed one and fired up the other. Even just the aiming is so much smoother, faster and more precise, and then when you fire: pow! It actually sounds like a physical object was launched from this weapon by an explosion! I didn’t dislike the weapons in the first game, but a combination of the excellent sound design, more forceful animation response, and robot dismemberment make this so much more tactile and fun. It feels like a few guys spent the whole of ME2’s development working on /feel/, and I think that’s something every sequel team should have.

Worst: Cover
(No spoilers)

spacebar

mass effect 2 - what i see sigh

The cover system is horrible. By making it the same button as Sprint, Use and Jump, you have to hide behind things before you can climb over them, you’ll stick to things you wanted to run past, and you’ll jump over things you wanted to hide behind. They still haven’t fixed the only real problem with ME1’s system: that when in cover, you’re not allowed to shoot anything to your sides or in front of you: you actually have situations where you have to take a few seconds to unstick yourself from cover, then walk back to where you were to be able to aim at someone directly in front of you. Two years they had, one fix to make, failed unaccountably they gone did.

Instead: they should have just had a sprint button. While holding it, you run as fast as possible and vault over anything in your way. When you’re not holding it, you’ll take cover behind anything you’re touching if you’re in combat. If you aim at anyone you can’t shoot because the game doesn’t have animations for it, you automatically come out of cover to turn to face them properly.

MassEffect2 2010-01-28 10-07-09-65 combat

Best: Mordin
(Spoilers for both Mordin quests – show)

Worst: Cooling Clips
(No spoilers)

cooling

ME2’s substitute for ammo: all guns have infinite ammo, but they all need cooling, and the cooling tube thingy needs replacing every few shots. Luckily they all take the same cooling clips, so any you find restock your ammo for all weapons.

Firstly, this sounds like nonsense. Secondly, it actually is. It’s okay for the player to not really buy into the cooling concept, if it at least explains the ammo mechanic. But this concept is both unconvincing and an outright lie. That’s not how it works. You can run out of cooling clips for your pistol and still have 245 for your sub machinegun. There’s no way to use the pistol until you find more cooling clips for it: so weapons do have mututally exclusive clip types. Guys, that’s just ammo. Just call the pickup an ‘ammo box’ and we’ll get that it contains some ammo for each of your weapons. Don’t invent a bizarre new concept and then lie about the way it works.

And after all that, the system truly sucks. I’m constantly out of ammo for the one gun I like because I’m only allowed to hold 16 shots for it, and switching between that and the shitty pistol is a massive hassle. If I find some cooling tubes, I have to pick up one, then switch to the gun I like, then load it, then pick up the next one. Otherwise, it’ll fill the reserve ammo without filling the magazine, leaving me with even less ammo for the only weapon I like.

Instead: each weapon should have its own ammo, and that ammo reserve should be replenished automatically when you’re out of combat. Still encourages weapon variety, but you don’t have to search the whole goddamn room for clips, making sure you have the right weapon out, after every fight.

Best: Thane
(Mild spoilers for recruiting Thane – show)

Worst: Harbinger
(Very mild spoilers about Harbinger – show)

Best: Legion
(General spoilers about who Legion is – show)

Worst: The Illusive Man
(No spoilers, just the name)

MassEffect2 2010-01-28 11-24-17-89 illusive

Fails the first test of a name for any fictional character: use it in a sentence. “The Illusive Man is very impressed with your- heheh, no, I’m sorry, I can’t go on. The ILLUSIVE MAN? That’s what we’re calling him? In actual conversation?”

Instead: anything. I was vegetating in front of an episode of Friends the other day; Paul Rudd tried to come up with the worst name for himself imaginable, and settled on ‘Crapbag’. I would honest-to-God rather he was called that.

Best: Archangel
(Major spoilers about first Archangel encounter – show)

Worst: Two Years
(Spoilers about returning characters – show)

Best: Punch And Hug Buttons
(Spoilers for Thane’s personal mission and an interview – show)

Worst: Paragon And Renegade
(Intro spoilers – show)

Some actions now give you points for both. BioWare, let me explain the genius of your system to you so you can go back to using it correctly. ‘Paragon’ means doing something kind when it is not necessary. ‘Renegade’ means doing what may be necessary, even if it’s unkind. A person can be both: I punch and threaten people to make sure I get what I need quickly, but I’ll save lives if it doesn’t risk the mission. A single action can’t be, they’re defined as the complement of each other.

Worse, there’s now a skill that dramatically amplifies your Paragon and Renegade scores, completely defeating the point of the system. The game’s perception of your badassness and heroism is now based almost entirely on how many points you’ve pumped into a skill, and worse, it’s the same skill for both. If I wipe out a species because I don’t trust them (to take an example from the first game), that’s not more Renegade if I have +4 in Assault Training when I do it.

Best: Locations
(No spoilers)

MassEffect2 2010-01-26 21-58-25-92 alien worlds

I did like landing on strange new worlds in the Mako and drivin’ around a bit, but inevitably they couldn’t make good on the promise of that Star Trek fantasy in ME1. ME2’s just a realisation of what they can do: concentrate on the worlds there’s a good reason to visit, and make them awesome. There’s nowhere as drab or awkward as Noveria in this game, and some of the main planets are downright exciting. Illium, in particular, is made real by the way the missions there take you in hovercars to cool places.

Worst: Weapons
(No spoilers)

weapons

In theory I like the change: I hit the 150 item limit in Mass Effect 1, and sorting through the shit was made needlessly hard by a rubbish interface. Here there’s only one or two new weapons to find for each slot, and everyone gets them. They’re even meaningfully different: the second Heavy Pistol you get has less ammo but more damage per shot.

The trouble is, the new weapons are also so much better than the old ones that there’s no decision to make. The second Sniper Rifle fires around 3,000% faster than the original one, so if there is any difference in the damage per shot, it’s irrelevant. In the end the only decision you get to make is which Heavy Weapon to take, and they’re so cumbersome and ammo-starved that you end up avoiding them for most of the game.

It’s also a pain in the arse to switch between the good ones. It’s nice that they no longer make you carry all four weapon types, but as a Vanguard, I’m stuck with some useless toy called a Shuriken Pistol between my proper pistol and my shotgun, meaning I can’t weapon switch effectively without having to pause the game.

Instead: all that needs to change is for the newer weapons you find, which are a bit different functionally, to be similar in overall power to the old ones. If they just want to upgrade my Heavy Pistol damage, give me a Heavy Pistol damage upgrade – there’s a whole system for that.

Best: The intro
(It’s exciting! That’s all I have to say – show pic)

Worst: Squad Management
(No spoilers)

MassEffect2 2010-01-25 18-24-12-28 don't smile mirandaOkay Miranda, your previous ‘no smiling’ policy was working really well for me.

There’s no way to level up your squad or even see exactly what skills they have without leaving your ship with one of them and examining them planetside. And yet there’s a dedicated Squad screen on your personal terminal that would be perfect for it – instead, it’s functionless and missing most of the very information it’s there to provide.

To add weird problem to injury, every time you change area you have to re-select your squad and their equipment: even during the parts of the game when you have no choice of either.

Instead: assume I want to keep the squad members I selected when I left the Normandy, unless I turn back and try to leave the mission area: then, give me the option of aborting or switching squad.

Best: Scanning
(No spoilers)

MassEffect2 2010-01-26 22-42-28-78 scanning

The mini-game they’ve replaced the emptier exploration missions with really worked for me: the quivering line graphs gave a little thrill of excitement when they shook into a mountainous peak as I passed over a rich seam of Platinum. God damn you need a lot of Platinum in this game.

It does get old, but only shortly before you’ve got every upgrade you need. I think perhaps some late missions should give you a generous income of the main minerals so you can snap up anything you don’t already have.

Worst: Shepard
(Spoilers for the prison – show)

general

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mass effect 2 | malvasia bianca: [...] Tom Francis just goes through it point by point. [...]
 
 

Amusingly, I now discover she’s billed as “The Kylie it’s cool to like”. ...

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A blog by award-winning asshole Tom Francis about:
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I write, furiously, for PC Gamer. So do these guys:
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Craig Pearson
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Alec Meer
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