review

I love FTL

I’m unemployed. I refuse to spend money on games while this is the case. Hearing that, a friend stepped up and bought me a game he was loving, FTL. I can’t thank him enough, because it’s awesome.

Does FTL make you a space-faring bringer of death, or a kamikaze pilot flying a rickety death trap? Yes. Is it worth playing? Absolutely. Dying hasn’t been this fun since Dwarf Fortress. Killing hasn’t been this surgical since Fallout 3’s VATS system, this easy since you first picked up the BFG, or this difficult since you spec’d completely opposite the way you should have for a RPG boss fight. Each play has the potential to serve up a wildly different game due to the game’s elements being so randomly generated, that each play will bring many stories of harrowing success and escape, telling friends how you barely did this, and almost got killed while doing that, and each story will almost certainly punctuated by the full stop of your death. It’s billed as a “a spaceship simulation real-time rogue-like”, but what does that mean? Let’s start with the basics.

The Salad (Before the game.)
In Subset Games’ FTL (yes, it means Faster Than Light,) you fight for the Federation against rebel forces and other nefarious tropes amassing weapons and crew for the big showdown. This is done by plotting your own course through eight sectors full of nodes as a wave of enemies chase you. Each node providing an event. Events range from battle, a social opportunity, an environmental threat, a store, to empty space. Sometimes you’ll even get combination of those things, or they’re made more intricate as the game reacts to your crew, your ship upgrades, or some of the (simple) quest lines you’ve previously opened. As if those combinations didn’t offer enough replay, the nodes of each sector, and the available paths between sectors, are generated freshly with each play through. Each event allows a chance to gain resources along the way.

The Potatoes (The good.)
Ship management shines. It’s what every RPG wishes its management was, simple and robust. It’s so intuitive you can become good at it by accident. You start with one ship available, but more begin to open quickly. You acquire a crew of up to eight from the seven different races, each with special abilities. You choose from six different weapon types, each with strengths/strategies. There are also five different automated drone types you can deploy, not to mention the option to board your enemies’ ships. And on top of it all as you progress you can equip your ship with up to three of twenty-one augmentations that vary wildly in effect.

Upgrading your ship in FTL is micromanagement heaven as you spend scrap (the in-game currency) upgrade your ship. All ships have a reactor. As you spend money to upgrade it, more energy is produced. It’s from this common pool that most of your ship’s systems are powered. Each ship has several systems (weapons, shields, medical bay, life support, etc.) which can be upgraded, and extras that can be purchased. As you upgrade a system, it opens a slot in which you can route an extra cell of energy. It gets frantic when you realize that energy is hot-swappable, meaning you can power and de-power items as needed. So while you’ll likely always want your life support system working, if you don’t plant to run from a fight, you can take energy from your engine and fight your battle with stronger weapons, shields, or what have you!

The Steak (The great.)
Battle is superb for a player like me. FTL offers the perfect amount of control. In most games either the developer has very stupid AI and is too easy, the game cheats to make things interesting, or the player simply can’t match the AI in accuracy/quickness and things are too hard. This is a known problem in nearly any game from Madden to Tetris. This is not the case here. Enemies operate at maximum efficiency (minus a little dumb AI in asphyxiation created by simple logic, not cheating or intentional dumbing down,) because FTL lets the player pause the game at any time with a tap of the space bar.

This makes every meaningful choice available at any time, and you can change strategy instantly on a whim. Pausing time, issuing commands, changing attack patterns, and resuming the battle in a single moment allows you to match the AI move for move. Earlier I mentioned VATS, Fallout 3’s method of giving players a refined control in battle, but it was limited in making the player wait until your endurance was recharged. Captaining your own ship in FTL, giving out orders is expected to come instantly, and pausing time works perfectly to that effect.

Just Desserts (The self-indulgent run-through.)
I load up on offensive slots, going light on reactor energy, and rerouting power from my meager engine and medical bay and give that extra bump to weaponry. Toss a few Zoltan crew members (who add energy to the ship systems they’re assigned to) and you’re boxing above your weight class. My starting ship is the Red-Tail (Kestral B), which comes with one Zoltan (who add one energy to your reactor), one Mantis (excellent fighters), and two humans. It also starts with four single shot lasers.

The first thing I do is invest in blast doors to asphyxiate boarding enemies, expand my crew with as many Zoltans as possible, and invest heavily in laser weapons. Soon I’ve got an opening volley of lasers that rips through enemy shields and begins taking apart a system of my choice. Worst case scenario, I use the lasers to tear at an enemy’s shield and then use a beam weapon to do my damage in a line drawn across the enemy ship with my mouse. Either way, I have a good chance of jetting straight to the final sector in no time as long as things go decently well for me, but I only really get a chance of beating the final boss if I’m lucky and a certain few augments and the right weaponry come my way. To ensure that, I take my time, scouring as many nodes as I can in each sector. I’m a man on a mission, people!

But before I leave the second sector, I die. That happens often. You’ll have bad luck, you’ll not get awesome items by the time you expect to. You’ll need to spend your scrap repairing your ship, instead of buying upgrades. You will die very often in this game. Here, let me go back and underline that for silly comedic effect. And you’ll quit the game, and you’ll start something else, and you’ll instantly want to start it back up and play again. I actually wrote all of this in a relatively short time, I just kept starting the damn game back up and playing again… In fact, I think I’ll go play it now!

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My Problem with GTA4.

I’ve got plenty of posts I’ve written over the years that I (apparently?) never bothered posting. Let’s post a few!

Also? Spoilers abounds!

The GTA3 series was about gangsters. The first one had “thugs” and “mafioso.” Vice City was more the latter, with San Andreas more the former. But GTA4 was more daunting. It wasn’t about style, it was about SOMETHING. It was about the pursuit of the American dream, freedom, and Niko’s quest for freedom from his past. But it failed for me. The culprit was the mis-marriage of narrative elements and gameplay. I think Rockstar bungled it by trying to make the narrative highpoint something it shouldn’t have been. To me, it was pretty evident where the emotional highpoint was in terms of gameplay. And that’s what they should’ve went with for the narrative as well.

First, the “point” of GTA4. In one of the earlier missions in the game you’re given the freedom to kill, or to not kill, someone you’ve chased down. The freedom of choice is a recurring theme in GTA4. Niko talks about choosing a new life, after he cleans up a few loose ends. His cousin Roman constantly chooses to get in over his head in attempt to get ahead. In the game you’re given choices in multiple missions. In at least three distinct places during the main narrative you’re given a choice between killing one of two strong supporting characters. (Francis McReary/Derrik McReary, Dwayne Forge/Playboy X, and Pegorino/Dimitri.) And then there’s what is, to me, the biggest choice in the game, foreshadowed from the very beginning of the game.

Note: The player CHOOSES to shoot Darko Brevic here. You don’t have to. Purely optional. But for me, this is undeniably the highpoint of the game emotionally and for gameplay, given that it’s a choice the player makes. That was the moment that you, the player, decides who Niko is going to be from that moment forward. You decide what kind of man he will be. (Sure it’s odd thinking “I let the man who killed my friends live and I’m mowing down dozens of passersby while driving down the street.” but that’s acceptable in GTA, and not indicative of the narrative. Those people are pellets in Pac-Man. This man, is just that. A man.) What I have a problem with is that this is not the end of the game.

The narrative continues, picking back up a completely unconnected plot that was interspersed in a lopsided fashion throughout the game. And then Niko is offered another choice, his final. You have to take a side in a mob dispute.

Wait, what? A mob dispute? I go through some deep emotional issues, dredge up the deaths of my entire fucking village back in Eastern Europe, and my childhood friends who died in a war? And deal with the fact that it was made possible by the only other surviving friend from that time, who is completely unrecognizable to me? And then… A mob dispute? What the fuck? It’s like your mother dies in a car wreck and your boss says “So, uh, the funeral’s Thursday? You’re uh, going to be able to come in this Saturday to fill in for Bob, right?”

After this monumental moment for Niko, which has no bearing on the rest of the game, you choose between helping Pegorino or Dimitri. Depending on which you kill, either your cousin or your girlfriend is killed, and you are forced to kill the remaining mobster. Forced to kill. Even after you just (potentially) let the man who got your entire army squad killed for a thousand dollars, live. The killing of your goddamned annoying cousin, or the girlfriend who was as interesting as a (blank brown) cardboard box, is the straw that broke the camel’s back? And for that you end on the down note of your decision to not have really mattered after all.

Allow me to offer a different suggestion. Something that should have happened before Darko Brevic was delivered. FIRST you do your requisite mafioso bit. Go ahead, make me choose. Kill one of the people I somewhat remotely feel something that could almost be considered an obligation to. Piss me off. Get me angry. This fucker, this Godfather-wannabe thinks he can kill the woman-I-(am-forced-to)-love/my-cousin-(that-annoys-me-but-fuck-it-he’s-family-you-know-what-I-mean-you-have-a-cousin-like-that-too)?! Fuck that noise, let’s jack a car and go kill some goddamn virtual bad guys!

Bam. Cut to the end. Done. I’ll miss my cousin/girl. They meant a lot to me. Well, to Niko/me. THEN… *ring* “What, what’s that? My phone? Hello? What? You found Darko Brevic? Where is he?”

(Skip to 4:15.)

Because goddamn it, that’s an ending. If you’re going to bother giving me a choice? Let it mean something.

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Two quick notes:

A) Fallout 3 is indeed the shit. If you remotely enjoyed even the ideas of Morrowind or Oblivion, or just like post apocalyptic fiction, you really owe it to yourself to play this game. The writing is so much better here (and more vulgar, admittedly, but it fits the fucked up world it takes place in.)

The Karma system makes the game a tease from hell for players like me. I was absolutely a good guy in Oblivion, but I stole everything that wasn’t nailed down. Everything. I’m not even joking. Every god damn thing. But in this game, you lose karma. Stealing makes me a bad guy, so, I can’t steal! It’s horrible! See, normally I treat Bethesda games like they’re _my_ world. For me, they’re God games, in a sense. I decide what’s right, and what belongs to me (everything,) but when it comes to others livelihood, I do my best to make everything great for all involved. If you could Speechcraft the Dark Brotherhood in Oblivion to being good guys, I might’ve done those quests instead of killing them all. But, in Fallout’s Wasteland, Bethesda reclaimed the role of judge, and I’m in their world, I cannot be the kind and just God I was in Tamriel. Of course, I think the world is worse off, but regardless, I must abide by the rules of man. No theft.

And the action? The FPS can be difficult, but I imagine frantic shooting _would_ be difficult given that a ten foot tall green hulk looking guy is running at you. That’s why God gave you VATS. VATS is far better than bullet-time or any such device. Instead of slowing everyone else down, it completely stops them while you spend ‘action points’ to shoot your weapon at certain limbs, and it gives you a rough estimate of what a successful hit would take off. And if you damage a certain limb enough, the enemy will drop their weapon (if an arm,) start to hobble (if a leg,) or become dazed and confused (if the head.) Of course, continue to damage that limb, and it will gib, and they will die.

Of course, having played it on Xbox 360, I can’t help but think “God I wish I had a PC worth playing PC games on!” The mods for that game will be amazing. Period.

B) Left 4 Dead. I’ve only played it offline, and even then just a few levels, but I was blown away. I’m a hardcore ‘slow zombie only’-junkie, but damn does this game deliver. I swear to you, the farmhouse standoff literally had my blood pumping. After a brief juant through a corn field infested with zack (zombies,) you come up to a two-story farmhouse where you have to fend off attacking hordes of zombies while waiting for help in the form of a military transportation vehicle.

After much trying, I finally corralled the three AI bots to where I was hiding out; outside of a second story window on top of the porch ceiling. Sure the zack still come, but there’s far fewer choke points for them to access you, so, it worked. Then an AI partner shouted “There’s the truck! I can see it!” I turned around and saw the headlights cutting through the fog as the truck approached from a side of the building where I couldn’t see it. They grew brighter and brighter until the truck stopped just in view. We seemed to be at a slack point in zack, so we jumped off of the roof and ran for the truck… And then a HUGE zombie ‘tank’ (a Hulk looking zombie,) came out of nowhere and instantly creamed me and one of the teammates. Out of commission, our only hope is to lie there and shoot while we wait for our teammates to come and heal us. There I am, lying on the ground bleeding out, shooting like a madman, hoping my two teammates are able to take the Hulk… And then another horde of zack pour out of nowhere and ravage me and my other downed teammate. We never had a chance.

And then I realized my heart was thumping out of my chest. I need to get the internet again. And I need to get these amazing games. Man, I need a secondary job.

Both of these firmly earn my approval. (I think I’m going to have to create a logo; Jeffool’s Maharoof.)

Game of the year? I honestly don’t care to pick.

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