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TOM FRANCIS
REGRETS THIS ALREADY

Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.

Theme

By me. Uses Adaptive Images by Matt Wilcox.

Tom’s Timer 5

The Bone Queen And The Frost Bishop: Playtesting Scavenger Chess In Plasticine

Gridcannon: A Single Player Game With Regular Playing Cards

Dad And The Egg Controller

A Leftfield Solution To An XCOM Disaster

Rewarding Creative Play Styles In Hitman

Postcards From Far Cry Primal

Solving XCOM’s Snowball Problem

Kill Zone And Bladestorm

An Idea For More Flexible Indie Game Awards

What Works And Why: Multiple Routes In Deus Ex

Naming Drugs Honestly In Big Pharma

Writing vs Programming

Let Me Show You How To Make A Game

What Works And Why: Nonlinear Storytelling In Her Story

What Works And Why: Invisible Inc

Our Super Game Jam Episode Is Out

What Works And Why: Sauron’s Army

Showing Heat Signature At Fantastic Arcade And EGX

What I’m Working On And What I’ve Done

The Formula For An Episode Of Murder, She Wrote

Improving Heat Signature’s Randomly Generated Ships, Inside And Out

Raising An Army Of Flying Dogs In The Magic Circle

Floating Point Is Out! And Free! On Steam! Watch A Trailer!

Drawing With Gravity In Floating Point

What’s Your Fault?

The Randomised Tactical Elegance Of Hoplite

Here I Am Being Interviewed By Steve Gaynor For Tone Control

A Story Of Heroism In Alien Swarm

One Desperate Battle In FTL

To Hell And Back In Spelunky

Gunpoint Development Breakdown

My Short Story For The Second Machine Of Death Collection

Not Being An Asshole In An Argument

Playing Skyrim With Nothing But Illusion

How Mainstream Games Butchered Themselves, And Why It’s My Fault

A Short Script For An Animated 60s Heist Movie

Arguing On The Internet

Shopstorm, A Spelunky Story

Why Are Stealth Games Cool?

The Suspicious Developments manifesto

GDC Talk: How To Explain Your Game To An Asshole

Listening To Your Sound Effects For Gunpoint

Understanding Your Brain

What Makes Games Good

A Story Of Plane Seats And Class

Deckard: Blade Runner, Moron

Avoiding Suspicion At The US Embassy

An Idea For A Better Open World Game

A Different Way To Level Up

A Different Idea For Ending BioShock

My Script For A Team Fortress 2 Short About The Spy

Team Fortress 2 Unlockable Weapon Ideas

Don’t Make Me Play Football Manager

EVE’s Assassins And The Kill That Shocked A Galaxy

My Galactic Civilizations 2 War Diary

I Played Through Episode Two Holding A Goddamn Gnome

My Short Story For The Machine Of Death Collection

Blood Money And Sex

A Woman’s Life In Search Queries

First Night, Second Life

SWAT 4: The Movie Script

Red Pyro Lost Dracula Again, Smells Depressed

Checking now, it doesn’t look like you can read the text of this wall at the start of Meet The Spy in the early YouTube leak:

spyscreen

Which makes me wonder if they added one of these afterwards:

spyscreen

Lots more fun ones in there – stringing them together is the Team Fortress 2 equivalent of fridge magnet poetry.

Spoiler for the video: one of the characters in it turns out to be a Spy in disguise all along!

Gentlemen

When it looked like Valve’s next Team Fortress 2 update would be the Spy’s unlockable weapons back in September last year, I said the prospect filled me with dread. Now that they’ve ambushed us with info on two of his new tools, and the whole thing is much more imminent that anyone realised, I am filled with a dark and terrible glee.

hl2 2008-02-11 18-58-46-50

I’m not usually a fan of feigning death in multiplayer games, except as an entertaining way to fuck with ragdoll physics in Unreal Tournament 3. But the Dead Ringer dodges the two problems I usually have with fake-outs like this: 1) Trying to time your phony death to convincingly coincide with an enemy shot, which is fiddly at best and impossible with any degree of lag, and b) Having to shoot every damn corpse to make sure it’s not just pining for the fjords.

Here, the timing is automatic: when you’re holding it (presumably) the first hit you take appears to have killed you. And corpses are never going to get up: the uncertainty is just “Should he really have gone down that easily? Is he cloaked somewhere around here now?” It still might lead to a tedious amount of speculative firing, but we’ll see.

hl2 2008-01-08 16-47-55-53

The Cloak and Dagger is more exciting to me. Being able to remain invisible indefinitely, staying still to recharge, suits my style: I’ve tired of sprinting to the front line and sap-spamming sentries or hoping I slip through a crossfire by sheer luck. My most interesting lives as a Spy have involved taking impractically long routes around and stalking the enemy team from deep within their base, seeing how long I can prey on them uncaught rather than how rapidly I can score. Currently this is only viable on certain maps, like Well, that have high alternative routes and gloomy corners to recharge in. I’m hoping Cloak and Dagger will let me be this much of a dick in every match.

It’s safe to assume that a) the Sniper update is still coming at the same time, b) these two are mutually exclusive alternatives to the conventional Cloak, and c) the Dead Ringer provides some immunity to being revealed by stray shots, or it might not be terribly useful.

Interesting…

payload race

As Chris also spotted, the screenshot accompanying the latest Scout update preview seems to show a game mode with a cart for each team, racing up a hill. Presumably the mechanics are the same: the more people near your cart the faster it moves, but it stops if an enemy’s in range. So your team is split between pushing their cart, shooting the enemies pushing their cart, and running over there to block the enemy cart entirely.

I like the sound of that. When the carts are close, there’ll be heavy crossfire and cart-blocking. Then when one gets ahead, both move faster as they’re less hindered by the enemy team. At that point, crossfighting is in the losing team’s interests because they can get back to their cart sooner after respawning. If it works that way, it could be really interesting. You have to wonder how big a part Sentries play in a mode like that, though.

sandman

As for the new items – the Sandman stunning ball, and the Bonk! bullet-dodging energy drink – there seems to be even more whining than usual about imbalances. I’m not as sceptical, they sound great. I was disappointed with the Heavy items not because one involved slowdown, but because I just didn’t particularly want two of them. Both the Scout ones so far are highly desirable, and it seems absurd to fret about their effectiveness when we’ve been told no specifics.

2008 In Games That Were Better Than Other Games

I like those gaming-moments-of-the-year lists, but they don’t always tell you what the best games were or even what they were like. So mine’s a games-of-the-year list, but with defining moments instead of descriptions. There’s often a particular experience in a game that exemplifies its appeal, usually the one that springs to mind when you fancy playing it. I’m talking about those rather than highlights or secrets – though often they coincide. This’ll be spoiler-free – indeed, it will at times say nothing meaningful at all – and in descending order: best first.
 

Fallout 3

It’s: a huge open-world action RPG set in Washington two hundred years after a global thermonuclear apocalypse. Wilted fifties chic mixed with zombies being decapitated in slow-motion.

Fallout3 2008-11-15 02-26-17-82

Defining experience: The Oasis

I’m not going to say anything about where or what Oasis is, and the screenshot above isn’t from it. Most people probably complete Fallout 3 without ever finding it – I know I did, first time through. Oasis is just the crowning example of what made Fallout 3 my favourite game this year, and the main thing it has over Oblivion.

I’d heard of it, but I wasn’t looking when I found it. I was just investigating some interesting rocks, as one likes to do on a Sunday. The wasteland is generally pretty flat, but I’d found a complex network of valleys and crags that looked like they might contain something interesting. They did.

Despite its size, and despite is apparent barreness, every interesting-looking place actually is interesting. It doesn’t have Guilds like Oblivion, so its content isn’t organised into neat little mini-careers your character can systematically complete. It’s sown evenly throughout its blasted landscape, leaving little pockets of story, character, treats, secrets and unique treasures.

Fallout3 2008-11-15 03-09-29-71

It’s a brave choice. More people will miss more of Fallout 3’s most extraordinary moments than they did with Oblivion. But once you realise it, once your pessimism about this next house, cave or Vault being a generic one has been disproved often enough, it evokes an explorer’s excitement that I don’t get anywhere else.

But I wish: the skills were more fairly balanced. Small Guns and Repair are just flat out more effective than the others. Melee and Unarmed are crippled because you can’t target bodyparts, and Lockpicking gets its arse kicked by Science because most locked things have a hackable terminal to unlock them.
 

Left 4 Dead

It’s: a co-operative horror shooter for four people, in which the tide of zombies and superzombies intensifies towards the end of each hour-long campaign.

zoe

Defining experience: “TANK!”
“I’ll throw a-”
“Oh God, I’m on fire!”
“So am I!”
“So am I!”
“Hunter!”
“So’s the Hunter!”
“I’ve got him. Look out for the Smo- ack!”
“I’m coming!”
“Help!”
“I’m coming!
“Aaaargh!”
“I can’t move right now, and I’m still very much on fire, but I am coming!”
“Aaaargh! Look out for the-”
“Aaaaaaargh!”
“AAAAAAH!”
“AAAAAHHH!”
“AAAAAAH!”
“AAAAAAAAAAHH!”
“Heheh. Again?”

But I wish: there was a difficulty mode where the first four levels are frantic, but the finale isn’t impossible. And that Versus mode was just the latter two maps of a campaign, and the Director would give the losing side the Tank earlier or at the same time as it did the winning side.
 

World of Goo

It’s: a squishy building game in which you conjoin sentient goo-balls with different physical properties to reach your goal.

Blustery Day

Defining experience: A Blustery Day

Not my favourite level – that’s Red Carpet – but Blustery Day is more typical of World of Goo. A new style of art that the level’s theme exquisitely, a booming score far too stirring for a physics game, and a smart new kind of puzzle that seems impossible until it occurs to you, obvious thereafter.

But I wish: there were fewer simple levels. Early on this makes sense, but later there are one or two where the task is simple but daunting – building a very long bridge, or a very tall tower. I never hit a difficulty spike in World of Goo – it’s eerily close to flawless – but on these few the challenge felt fussy rather than creative.
 

Spore

It’s: a creative adventure in which you play every phase of a species’ life, from the microscopic to the interstellar, designing how it evolves along the way.

babystealer

Defining experience: “Holy shit, what’s that?

Spore’s riddled with Star Trek references, but there’s a more profound one that’s not explicit: here’s the game where you seek out new life. There’s an actual galaxy to explore, and you’ll meet species that perhaps one other human has ever seen: their creator.

I know a lot of people got pretty hung up on what they expected from Spore, or what else Spore could have been – and that is an interesting discussion. But I hope it didn’t blind anyone to what Spore actually is: an extraordinary exploration of human creativity, and the home of the most astonishing creatures I’ve ever seen.

But I wish: the other stages were integrated into the Space stage: fight an eco disaster by designing an anti-virus that you then control in the Cell game, impress a warlike race by beating their champion in the Creature game, claim a planet without a colony module by beaming down and starting a Tribe, or mind-control an enemy leader from orbit and take his planet by winning a Civilization game.
 

Mass Effect

It’s: a sci-fi action RPG with guns and science-magic in which you captain a spaceship to search for a single evil alien.

Mass Effect

Defining experience: “I’ve had enough of your snide insinuations.”

Actually that’s not the defining experience, but anyone who’s played it and said that line knows why it springs to mind whenever you try to nail down why Mass Effect is so much better than ordinary RPGs. For anyone who hasn’t played it yet, be sure to say it if you ever get the chance.

For me the defining experience was when I’d landed on a new planet, and was asked by security to surrender my weapons. I wasn’t going to do it. Thinking like a gamer, I’d assume the designers would never kill me while I’m defenseless. But I’d become so wrapped up in the character that BioWare’s writers, my decisions, and Jennifer Hale’s exemplary voice acting had collaborated to produce that I wasn’t thinking like a gamer anymore. I was thinking go to hell. You want my weapons? Come and fucking take them, see what happens.

I won’t spoil what the outcome was, but the moral of the story is this: trust Mass Effect. It’s so well written and exciting that you’ll find yourself slipping into a role that’s very much your own – stick with it, and you’ll find the story moulds around it beautifully.

But I wish: exploring a new planet felt a bit more like exploring a new planet. The Mako fun-bus was jarringly at odds with the serious tone of the game, I’d much rather have beamed down on foot.

Thoughts On The Team Fortress 2 Christmas Changes

PCG UK vs US - 3
Disclaimer: this expression does not faithfully represent my feelings on these changes.

Left 4 Dead has ceased to be a regular fixture in my schedule, but it somehow made TF2 feel old, or overfamiliar. So I’m mega-, perhaps even ultra-pleased with the timing of the pretty dramatic overhaul that just went live.

Also, Scout update is next, thank God. I was wrong about the Spy hint in the previous TF2 blog post title. I asked Robin about it a while back – he was amused by the extreme scrutiny speculators subjected his wording to. He just has the TF2 script doc open and selects a line at random.

  • The Engineer’s teleporters can now be upgraded to level three. It will recharge faster the higher level it is
    Great news. They pretty much confirmed this ages ago, but it wasn’t clear if they’d work it into the Engy pack or release it as a separate tweak. It seems like this has to add more variety to viable engy tactics, and just as importantly, more variety to the litany of complaints we can level against our Engies when they inevitably ignore this new ability and hunker down behind their ill-positioned Sentry.
     
  • The Engineer’s dispensers can now be upgraded to level three. It will give out metal and heal faster as it is upgraded
    Yay. But I’m guessing this still means placing it right behind you and your Sentry is still the only logical position. One of the main Engy changes I’d like to see is making it viable to place your dispenser where your team most needs it without crippling your own ability to keep yourself and your Sentry alive.
     
  • Spies will be able to recharge their cloaking ability by picking up ammo off of the ground or from health cabinets
    The health cabinets thing has been suggested three times a day since the dawn of time, though I can’t say I’ve ever wanted it. When I run out of Cloak, I’m in the enemy base. Because I used my Cloak. You know, to get past enemies. Gobbling up ammo to replenish it is much more interesting to me, because it means less waiting around without encouraging me to walk all the way back to base.
     
  • Some changes to the second part of the first stage of Goldrush to give the attackers more of an advantage
    Okay, but I can’t say this is the stage that usually gives me trouble as an attacker. It’s always, always stage 2 cap 2, and trying to assault a good defense of that point is the most miserably futile experience you can have with TF2.
     
  • Any weapons that fire bullets (shotguns, sniper’s machine gun, heavy’s minigun, etc.) can now break apart the Demoman’s stickybombs
    Wow, okay, yes. Anything that’s bad for Demomen is fine by me, even when I’m playing Demoman. I didn’t expect them to do this particular nerf, though. One of the few things I like about Demomen right now is they don’t over-abuse their ability to place stickies where it’s impossible to see them before they kill you – more often they use them out in the open for area denial, warning people off a cap. If everyone can destroy them now, I’m a little worried that Demomen are going to learn to always put them in hidden places, and I’ve never discovered any way to anticipate or counter that tactic. Even if you’re looking in exactly the right direction as you round a corner, you’re surely not going to be able to destroy them all before the Demoman can right-click to kill you.
     
  • The icon on the HUD for a person calling for Medic will now give more information to the medic (if the target is low on health, on fire, etc.)
    At freaking last! This seemed like such an obvious thing, I thought there must be some complicated technical reason why they didn’t do it in the first place.
     
  • Added an achievement tracker that will allow people to choose specific achievements that they are trying to get
    omg tf2=wow ffs valve gay ferrets tldr. Actually this’ll be quite useful. But I’m still not doing most of those Medic ones.
     
  • There is now a custom icon for death messages when the player was killed from a critical hit
    GOOD. Now the world shall see that not only am I killed by a critical hit every time I die, but it’s always in a situation and with an amount of health that would guarantee I survive an equivalent non-critical hit and Valve will realise their game is entirely random, sob for a little while, then remove crits forever and issue a public apology. (Hey guys, let’s get into a discussion about whether crits are a good thing.)
     
  • Added a new particle effect for when a player enters the water
    +5% to review score.
     
  • Added smoke to the feet of a rocket jumping soldier
    +10% to review score.
     
  • Players will now have some particles swirling around them so other players can see when they are overhealed
    I heartily endorse this. I think everything mechanically important should be visually apparent (except Cloaked Spies). Now they just need a way to show how hurt players are.
     
  • Attempts by player Pentadact to connect to any servers now result in immediate timeouts, ensuring he can no longer play the game at all
    This is the only one I’m not crazy about. I realise I’m inevitably biased, but it just seems unlike Valve to make such a specific tweak. And personally, it’s starting to diminish my enjoyment of the game.
     

My Script For A Team Fortress 2 Short About The Spy

To commemorate my 100th hour playing as him, and since he’s clearly next in Valve’s update schedule, it seemed appropriate to take a swing at a Meet The Spy script. Continued

Retro Team Fortress 2

James commenter Mr. Brit comments on 1Fort to point to Ubercharged.net’s coverage of mrfredman’s remake of Team Fortress 2 in significantly fewer colours, pixels and audio fidelity. It touches my soul inappropriately.


Details and download.

He Looks Truly Mortified

POW! HAHA

Sorry Peanut, I know you were in the middle of your own taunty thing. But I had to try the Heavy’s kill-o-taunt.

I’ve also been punching people’s blood out a lot more lately, and can now see the point of the KGB. If you’re not familiar with Team Fortress 2 and its unlockables, that sentence may have sounded strange.

Having the Sandvich cleverly lures you into the business of punching, because your fists are now your only backup weapon. That in turn makes you realise it’s more viable than you’d expect, and suddenly the idea of getting a bonus for doing it is rather tempting. Five seconds is a long time in 100% critsville – switching to Natascha and spinning up probably only takes one and a halfish.

Team Fortress 2 Goes To The Rockies

And Valve Make A Game Mode Out Of The Worst Part Of TF2

So the new game mode is a sudden-death single-control point mini-match, suited to fewer players. More like suited to no players! Because of how it might suck! Lol!

Seriously, though, I’m guessing the presence of a single control point negates what does suck about Sudden Death: the tendency for both teams to hole up at their base and wait until stalemate is announced. If you turtle up at the point, you can cap it and win rather than waiting for the enemy to come to you. If you turtle up before the point, the enemy can cap it and win rather than coming to you. I’m optimistic.

But The Real News Is: Shit, Look At That!

05_lumberyard_1

A delicious new environment for the chaps and Pyro! It’s quite, quite lovely – in some ways, even more stylised than the canyon motif we’ve been stuck with until now. The backdrop in this shot is just a few colours:

05_lumberyard_2

I’m a big fan of game environments that can feel cold without just blanketing the whole place in unconvincing snow. This definitely qualifies – can’t you just smell how brisk and bracing that mountain air is?

That set of tips from the SomethingAwful testers has now been proven so right that it’s had to be deleted from the Steam forums. In Arena’s case, knowing the broad picture wasn’t very helpful: the details that there’s a single control point, and it can have any number of players, completely change the prospect to a rather exciting one.

But if you still doubt that the last Heavy unlock will be a health-restoring munchable named the Sandvich that replaces the Shotgun, you are now officially delusional.

Steel Yourself

The grand Team Fortress 2 update goes live tomorrow night, and there’ll be more details on what it contains tonight and tomorrow. I doubt the new community map, cp_steel, will be top of your trying-out priority list, but I hope you’ll get to it eventually. It’s an intriguing, ever-changing map, in a player-driven way rather than a random way like Hydro. It’s no less puzzling than Hydro though (I’m hoping some extra signposts are added in the ‘official’ version), so this clear, simple diagram by Ankich should make everything apparent right away.

In theory:

steelguidegu0

In practise:

steel psst, ich bin's... coco is looking good!

Wait, wait, that diagram is actually helpful. Obviously you need to see it full size. An awesome Valve-style video explains the basics when you first play the map, but what you really need to know is how to play it well. How many of the map-changing points should you try for until you make a dash for the final, game-winning one?

steel psst, ich bin's... shaytan is looking good!

I’ve been playing it whenever I can, and I’m really enjoying it so far. At the moment it feels weighted towards the attackers: we had a perfect round on Blu this lunchtime, where it went into overtime as we were capping C, we got shot off C, all our progress towards capturing C was undone, and just as it hit zero a cheeky Scout lept on E: the only cap that matters. We couldn’t even hold that consistently, but I kept as many of them as I could busy at C and eventually our forces at E won out, and we won with zero seconds on the clock.

Then the teams switched and we got destroyed. So I think we were actually sucking on offense, it’s just an offense-friendly map. But blasting Scouts off that final cap in the middle of a chasm feels like what the Soldier was born to do, so defense is still fun.

Oh My God What The Fuck Barbecue

Everyone’s playing the Pyro class in Team Fortress 2 at the moment, because Valve just added loads of Pyro-specific Achievements and new weapons that are unlocked when you earn enough of them. Some of these are things we’ve probably already done, but there’s one that no-one had: OMGWTFBBQ: Kill an enemy with a taunt.

OMGWTFBBQ

In a rare act of trust, Valve told Craig and I back in February that they’d be lethalising the Pyro’s Street Fighter ‘Hadouken!’ taunt. We were asked to keep shtum, so that players would have to work it out for themselves when they saw there was an achievement for it. And in a rare act of journalistic nondickishness, we did.

But once the cat was out of the bag, I had to have it. The moment the new Pyro content went live, I arranged to meet up with my friend Al for a Hadouken duel – may the winner let the loser fireball him next time. But in the blazing madness of Pyro Night, where 10 of our 12-man teams were playing as the gasmasked deviant, all plans were forgotten. And in the course of joining in with that mayhem, I kept finding myself in situations where it might just legitimately work. Where I could actually Hadouken an enemy.

I failed. Again and again and again. But I’d got the bug now: I had to get this legitimately. No willing victims, no bots, no achievement-clinic maps or grinding servers: real, life-or-death play on maximum-population servers.

My first proper attempt was instinct, when I rounded a corner and found myself face to face with a Heavy and Medic. I had a Medic friend healing me, and I happened to know a horde of my team-mates were right behind, so I jabbed the taunt button hoping that he’d be swamped by them long enough for my fireball to connect. When a Pyro friend did round the corner, he ran to my side and joined me in the taunt. I don’t know whether he was after the achievement or just thought this was a game, but the pair of us were shredded like so many kittens in a woodchipper.

The difficulty, obviously, is that the taunt takes some seconds to perform – during which, you’re rooted to the spot, unable to defend yourself or even cancel the action, and all but the slowest of wits can calmly stroll out of your way or murder you.

Later that round – on Gold Rush – I started doing pretty well. A Medic friend latched on to me, possibly Arq, and we had a good enough run that he earnt his Ubercharge healing the damage I took – and chose to use it on me. He timed it well, as we rounded a nest of Sentries and strong enemy presence on the final checkpoint of the second map, but when I bumped into an Engineer just standing there, I couldn’t resist. It was too perfect. I taunted.

Four, maybe six times. Every time the incoming fire bashed me back too far to hit anything with the resulting fireball, interrupting the animation, and every time I became more convinced I could get him this time. Before that faith was vindicated, our uber flickered off and my poor undeserving Medic and I were blown into the stratosphere. Sorry Medic.

Anyone will tell you the OMGWTFBBQ achievement is easy. It’s the first one they got. Right away they ran into an unwitting Sniper, and he just stood there and let them do it. I know. I’ve been in those situations as every class and their granma, up against people who don’t move or realise I’m there even after two seconds of being beaten about the head. It’s just that since this Pyro update, those people seem to be joining different servers to me. For days, I don’t think I met a stupid player.

The next time I played, I had a masterstroke. I was defending Gold Rush this time, and the attackers had progressed far enough that they’d set up teleporters to take them from their spawn-room to the front line. I’d made it all the way there with relatively little trouble, and now found myself camped outside their home base staring at the telepad they’d each jump on every time they spawned.

I tucked myself into a dark corner on a route no-one takes – even if they’re not going to take the teleporter – and waited. Soon, a Medic trundled out of the iron gates and set himself on the telepad. I charged, hit the taunt button once I was in range, and he stood staring dumbly forwards – right up until he vanished in a constellation of teleporter sparkles. My flaming fists passed uselessly through where he’d been.

If I lurked any closer or approached any sooner they’d see me, so I’d always be too late. But when the next person – a Soldier, a rougher customer – stepped up to the pad before it had recharged. I pounced again, and hit taunt long before the pad was ready to displace him. And gloriously, the whole animation played out in full. To no effect. The flames licked ineffectually at his sleeves, centimeters out of range, and the noise caused him to spin round, spot me with a flinch of astonishment, and fire a single, wildly inaccurate rocket of surprise before he was zapped halfway across the map by the teleporter. God freaking damn it.

It happened on Badlands: I’d just sneakily won the game by camping their final capture point. As their defeated team scurried from our super-critting weapons, I taunted vaguely at a group of them, and my fireball connected with a Medic. He drifted feathery and aflame across the room, and slumped against the wall. No achievement – it doesn’t count in the post-victory humiliation phase. And to add insult to injury, my victim messaged me: “Did you get the achievement? :)” He’d let me do it. My feat was doubly worthless.

hadouken

It’s been four days now, and I’ve come to expect failure. I waited at the enemy gates, timed a taunt perfectly to flourish just as they opened, and their entire team made an executive decision to pause for exactly a second before charging past my immobilised, useless form and setting fire to me with critical flame from the unlockable Backburner I will probably never earn.

hadouken sequence hl2 2008-06-22 19-08-43-97

I found the perfect Sniper – utterly oblivious, utterly stationary, utterly alone. And I made sure I was virtually touching him before I started, and he didn’t flinch throughout the whole process. I, however, was blown to bits by a critical Demoman grenade to the back of the head just as my hands would have hit him. Without looking up from his scope, he continued to snipe from a room full of my blood.

Tonight I found an enemy Heavy blasting our team from a high window. I was coming up behind him, from inside the building, with no enemies around to intercept me or friends to steal the kill. Surely, I thought. Heavies are reknown for their lack of situational awareness when firing – it’s like a trance. I ran directly for him, and parked myself indecently close. Surely, I thought. I taunted. He kept firing. SURELY, I thought. His face broke into a manic cackle as his spinning gun tore through my team below – then fell, as a magical Street Fighter 2 reference hit him in the small of his back, set him on fire and ended his life. His bloated, burning, bent-backwards body flew spectacularly through the window, sailed over the battle below, and crunched into a fat-sizzling heap in the ditch below.

[PCG] Pentadact has earned the achievement: OMGWTFBBQ. At fucking, stupid last, it might have added.

The sense of triumph is ridiculous – even more so than the last utterly moronic thing Valve made me do by calling it an ‘achievement’. Perhaps because this victory was unique, and over a real person, and I really, really suck.

achievement

Of course, not halfway through writing this – and long before I got the achievement – Chris beat me to it with a post about exactly the same thing. Also, he got the achievement legitimately long before me, and he has 22 others, and all the unlockable weapons. Have I mentioned I’m never linking him or his stupid fat Frohman face ever again?

You Don’t Have To Be An Engy To Work Here But You Do

If you don’t habitually read six thousand words of comments after a scrollbar-breakingly long post, you may have missed that Cloak Raider’s put together an awesome comic strip of my suggestions for the Engineer unlockables, using Garry’s Mod. The portable Sentry in particular is winsome to the max: I picture the Engy pushing it round like a trolley. The wheels are even little Team Fortress 2 logos, although that might just be coincidence. Click through for the full thing:

pentacorp

Looks like Valve had a chance to get started on my list while I was away. Nice work so far, guys, but in future I’d appreciate it if you’d run any name-changes by me first.

Team Fortress 2 Unlockable Weapon Ideas

Update: This post was written in May 2008, when only the Medic had new weapons. Since then, some weapons have been added that have similar concepts to these. Valve even gave me a special sparkly Equalizer (similar to the Last Ditch Digger here) and a lovely shoutout in the Solider update.

Obviously we’ve all thought about this a bit at one point or another. I thought the most interesting way of doing it would be to think up just one alternative to every weapon, device and ability in the game. Then I realised there are 29 of them, and did it anyway. I hadn’t originally planned on illustrating them – for reasons I hope will be obvious once you see my illustrations – that just kind of happened. Sorry. Continued

Achievement Unlocked: Typed Achievement_Unlock

Team Fortress 2’s new weapons are easier to earn than anticipated.

ubertaunt

Getting Owned

owned
YOU ARE SO SMALL! IS FUNNY TO ME!

To celebrate the release of the decent-but-not-great Meet The Scout short, I’m finally getting round to putting up a story about that class that I wrote ages ago. Well, kind of about the Scout, kind of about the primal psychology of competitive multiplayer gaming. Non-TF2 players: I’m currently writing a post that isn’t about TF2. Then three more that are.

I’d been trying to go cold turkey on Team Fortress 2 for a while, since I’d started to really care about winning and losing. That’s dangerous.

At one point I was coming up on an Engineer who was officially Dominating me, inches from his unguarded back (I was a Spy). He crossed the train tracks, while the “Train Incoming!” alarm was going off.

And I’d got to this mindset where there was just no fucking way I was stopping, there was no fucking way he was getting away from me this time. And so, of course, I was hit in the face by a train and he got away.

When you can’t see the funny side of something like that, you have to worry. I could not. It was about as funny as cancer. So, I decided, no more TF2 – at least until the next update.

But then in the course of researching a really fun piece for our Culture section next issue (now this issue! On sale now! Buy buy buy!), I kept running into Scout tips videos, Scout quotes and Scout ownage clips.

There’s a kind of philosophy to the Scout: there are many situations he simply can’t even begin to tackle, so he has to know his limits and pwn within them. I never got the hang of that – I have a hard time with the idea that I can’t take on the entire enemy team single-handedly in every conceivable circumstance – but I felt I could get it.

So tonight I went Scout. We got owned.

scout on fire

There’s a very particular feeling to getting owned. It’s unique to computer games – it doesn’t feel this way to lose at a sport, or chess. It has to be something violent – and not rugby violent. Gun, knife, fire, blunt force trauma violent.

It’s such a horrible, galling feeling of violation and misery that most gamers have come to refer to it as “getting raped”. I’m actually on a quiet and not very effective campaign to persuade them to stop using that word, because it suggests a pretty disgusting disregard for the weight of its real meaning, but the fact that otherwise sane people use it gives you some idea of how unpleasant the sensation is.

They’re everywhere, they’re in your face, and no matter what you do you get repeatedly and violently humiliated. TF2 rubs it in by proclaiming to everyone when you’re being “DOMINATED” by someone – they’ve killed you four times since you last killed them.

Non-gamers probably wonder why we wouldn’t just stop playing at this point, but that’s the worst thing you can do. If you do that, the feeling lingers, taints everything you do after. The only cure is reciprocation: winning isn’t enough now, however unlikely it may be – you have to own them.

This was proving hard. Scout is my lowest-scoring class – I’ve never once had a really good round with him – and even so I was by far the strongest player on my team. I virtually was my team.

not good

I was responsible for more than half the kills, despite not being a combat class. I was our only defense – all our Engies pessimistically retreated to our last capture point, leaving the ones that were actually in play completely unguarded. And I was solely responsible for every single capture we made: five of them in a row, every time lost as soon as I died.

This is the slightly depressing thing about team-games: sometimes it doesn’t matter how good you are, you’re going to lose, hard. Most losing teams finish a game hating each other far more than they hate the enemy. In fact, several attempt to join the other team at the start of the next round.

You can’t shake the illusion, though, that it must be possible to make a difference. It must be possible – just theoretically, not necessarily for me – to be good enough to transcend your team.

It was getting exasperating. I could kill everyone who came for our last cap before they got there, I could re-capture our next control point again and again, but no-one was there to hold it when I inevitably succumbed to their three Soldiers, three Heavies and two Pyros. And even the Engineers weren’t able to stop Scouts from getting to our final capture point when I wasn’t there.

I wasn’t even playing well: in most one-on-ones, I’d lose. The rest of my team were just significantly worse than that. At one point I gave in to the pointless urge to chide them: “Is anyone actually going to do anything about that Sentry?” I asked pointedly, being the only class who truly didn’t stand a chance against it.

“i was going to pretend it wasn’t there” said one.

Eventually I gave up trying to hold out against six stronger offensive classes while all our heavy firepower pussyfooted around in the corridors behind me, neither defending reliably nor daring to attack. I just ran past everything, including the Sentry.

back up

This is a weird experience. Almost no-one can stop you, even if they’re good. And so you pass whole squads of enemies marching out to the front lines, and they all see you, and they all fire, but by the time the Heavies’ barrels have spun up you’re gone, and suddenly you’ve got a lot of people thinking about your psychology.

“What’s he doing?” they’ve got to wonder. “He’s heading for a capture point he can’t take, because his team haven’t got the two before it yet. So do we care? Only if he’s going to curve round and come up behind us. But we can’t wait here forever to see if he does that.”

So most people just carry on, glancing behind them a lot. I expected one to head back to look for me, but none did. So I hung out at their spawn, watching Pyros leave their supply room, waiting until they were far enough away that they couldn’t get back to it quickly, then striking from behind.

I had to abort a lot of these strikes – Scouts don’t have much health and don’t do their damage very quickly – but I stayed alive and caused a lot of confusion, irritation and death.

I ended up in the middle of the map, having just taken out a Soldier and a Heavy’s Medic at no small cost to my health, and I suddenly noticed it was unlocked.

My team! My team had actually done something! They took the capture point directly outside their base without my help! Well, cutting off the enemy reinforcements probably didn’t hurt, but still! One of the kill messages showed that the enemy Sentry in our base was down.

“like i said,” the same guy commented, “it’s not there.”

I had 16 health and a Pyro was coming towards me shotgun blazing, so I had to abort my capture to snatch a medkit. But soon he was dead and it was capped, and I was on my way to the next one.

blood spray

This time I was heading to a point I could cap, but the stream of enemies pouring out of their base ignored me again: they were that sure they could re-take the middle point. They couldn’t possibly lose the upper hand. They were owning.

I nearly died taking their next one. They already had two people on the middle point to re-take it, but Scouts count double and the middle cap is the slowest to take. An enemy Scout had spotted me and doubled back to make sure I wouldn’t get it. I hid in a very obvious corner of the capture zone, and miraculously it took him a fatal second to figure out which one, during which I nailed him.

Suddenly we had four of the map’s five points, and I knew the last one would be unguarded. Only losers set up defenses on the last cap before it’s in play – that’s us, not them.

I immediately ran into a Heavy coming from their base, hastily doubled back and took the other route in before he could fire. This time he probably didn’t have to think long about my psychology: he knew I was going for their final point, he knew it was undefended, and he knew there was absolutely nothing he could do about it. He was the strongest class and I was the weakest, his team were winning and my team were losing; but he was slowest class and I was the fastest, and he was already heading the wrong way. I know exactly what that feels like. It feels like getting owned.

There’s a glass wall between the final capture point and the supply room that respawning players come out of to defend it. So I saw them: a Pyro, a Heavy, the Engineer who was dominating me, all pour out of that gate just as I was coming up to the capture point. I had 28 health.

I put my gun away, jumped onto the cap, and hit the taunt key: the key that leaves you unable to attack, fixed to the spot and helpless for the next few seconds, all for the sake of spreading your arms, surveying all before you and nodding cockily, baseball bat in hand.

the win

My mental calculation was right: they could easily reach me before my taunt finished, but not before I captured the point. And since it was the last point, that meant winning the game. Which renders all enemies unable to attack, and triples the damage of your every blow.

It was obscene. The match was won just as three guys closed in on me, and I already had my steel baseball bat in hand. None of my team-mates were around, of course, so the spoils were all mine. Critical hits don’t just do triple damage, they make a cracking, booming sound like lightning, and when they kill they send the victim flying.

I pounded my way through their entire team, smashing each of their faces in with a furious series of thunderous bangs, ending, at last, with a Dominating Engineer. TF2 has two little jingles: one for getting Dominated, one for getting Revenge. The latter has never sounded so good.

I had to be in a bad mood to truly enjoy this – if it had all been harmless fun, I couldn’t have relished being so cruel. I had to still be stuck in the grimly competitive mindset that made me want to stop playing TF2, I had to spend the first half of the match having a thoroughly miserable time, and I had to have useless – or near-useless – team-mates.

I probably made twelve people feel really, really annoyed about that match – they lost to a cheap, nasty tactic, to one man on a team they could easily beat, and then they got smacked repeatedly in the face by a magic baseball bat while completely defenceless. And this game has made me enough of a dick to find that really, really satisfying.