Thursday, 29 March 2018

The Online Slump Continues

The boo-birds come out when perennial all-stars are ice cold in the opening months of the season. Fans believe these players didn’t take care of themselves in the offseason, and treated spring training like a vacation. In reality, April’s frigid weather and windy conditions impact player abilities and limit the flight of the ball. As the weather heats up, so do these players.

MLB The Show 18 is the video game equivalent of the slow starter. Online performance issues have become an unwanted annualized feature – so much so that Sony made online infrastructure a central focus of development this year. In previous years, Sony has patched up or stabilized the online experience as the season progressed. This year, the development team didn’t want the online experience to start out cold, but achieving this goal meant difficult cuts.

In prioritizing new technology, Sony was forced to remove online franchise from this year’s game. Offline season mode is also oddly absent. These are two huge avenues of play that delivered different experiences for people – whether it’s shortening up a season for a breezier path to the playoffs or spending significant time battling friends for the pennant. Both are gone.



Did the cuts pay off? As of this writing, MLB The Show 18’s online performance has not improved over previous years. It may even be worse. Along with intermittent latency issues on the field, which can lead to players running past balls or pitches accidentally served up as meat, all online avenues of play are subject to inexplicable loss of progress. A productive morning of playing Battle Royale ended with my experience points and Stubs disappearing, never to return. On another day, I couldn’t locate some cards I purchased with Stubs, and wasn’t reimbursed for them. Servers are also occasionally down during peak hours, and not just for maintenance.

Stability isn’t the only frustrating element of online. As much as I love seeing legendary players like Vida Blue taking on Babe Ruth, the means to obtaining these players is comical. To unlock the best version of Jackie Robinson, I need to get Chase Utley’s program souvenir, another program that isn’t even in the game yet and is listed as “coming soon,” exchange dozens of hats and jerseys, tally 10 hits with a different version of Jackie Robinson ONLY on April 15, and/or perform a bunch of other crazy tasks. Getting immortal or diamond-rank players in The Show has always been a lengthy process, but it’s out of control this year.

Opening a pack of cards to find hats, jerseys, bobble heads, and other unwanted things just strips away the chance of getting a player you can actually use in play. The images on the cards are also showing age. Tommy La Stella is pictured on the Braves, a team he hasn’t played for since 2014. Many players just have silhouettes as images.



The Show’s troubles are mostly contained to just the online component. As usual, Sony has refined the action on the field, which is better than ever this year. New ball physics lead to a wider variety of hits and bounces, and players react to situations in more realistic ways – such as a batter holding up in the batter’s box for a brief second to see if a ball is slicing foul, or a catcher pouncing on a squibber or blocking a ball in the dirt. Catchers get out of stance much faster and can’t be exploited as easily. Fielders are more aware of the runners and apply more authentic tags, depending on how the runner moves. Opponent A.I. is also much savvier, using more shifts and deploying different bullpen and hitting strategies for specific situations. I lost a game to a suicide squeeze in the ninth inning.

The flow of the game is also enhanced with a wider variety of shots of fans, the stadium, coaches, and players. Full-motion replays also add to the broadcast presentation, even though Mark DeRosa’s color commentary is frequently repeated or too generalized.

The control you have over the action is largely unchanged, but you get a better insight into what went wrong with your swing through the redesigned feedback system. Revamped ball physics lead to more hit types and player reactions, but I saw an unusual number of balls bobbled and dropped.



Road to the Show received the most tweaks in terms of how progress is logged. You can no longer create a player capable of reaching level 99 in every category. You must now select an archetype, which has strengths and weaknesses that are capped in specific categories. It makes more sense to hone those skills, and I love the move away from assigning experience points. All gains and losses come on the field and through training. Players get called up quicker if they are tearing it up; my Road the Show player from last year (who toiled in AA ball with a .400-plus average) was immediately called up to the majors when I loaded him up. That’s awesome.

Franchise mode is improved, not from additions, but the streamlining of menus and tasks. All aspects of managing a team are broken up into phases that cover the draft, trades, mid-season play, and more. All of these areas feature shortcuts and can be turned to manual or auto with just a click of a button. Sony also added Retro mode as a style of play for Franchise, which is a bit odd given it is arcade style of play that works against the simulation stats, but it is fun to compete in a throwback game from time to time. Not much stood out as odd in terms of CPU trade logic and roster management – most of the trades made sense, and it was nice to see cold players getting benched for a game here and there.

Load times for all avenues of play are better, and the play on the field is once again a showpiece of iteration, but the online aspect of the game – where Sony is focusing the most on additions – remains unpredictable at best and completely broken at its worst. As the season goes along, the experience will hopefully get better, but for the hardcore baseball fans that purchased the game early, it can be a nightmare.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/mlb_the_show_18/b/playstation4/archive/2018/03/29/the-online-slump-continues.aspx

Six Bold Directions To Take The Far Cry Series

Far Cry 5 is out, and you’ll be able to explore all that Hope County has to offer in its lush forests and mountainous Montana region. We’d be lying if we said our sense of wanderlust wasn’t piqued, so we’ve come up with six places – and time periods – we wouldn’t mind exploring in Far Cry 6, along with some bold moves Ubisoft could pull off in these environments.

Far Cry 6: Mother Russia
The snow-capped forests of Russia aren’t just for Metro Exodus anymore (even though we’re still excited for the game). One of the issues we came across in our review of Far Cry 5 was that collecting animal parts became about making money rather than upgrading equipment. A trip to a frozen tundra teeming with wildlife could bring Far Cry back to its roots by making hunting and gathering more than a fun way to earn extra cash, but rather a means of survival.

Bold move – Make survival a priority
If Far Cry 6 were to move back to a snowy locale, then you should have to manage more than just a health bar. We’d like to see things like temperature, hunger, and sleep play a pivotal role to emphasize survival. Cold weather could affect things like how effective health items are or how much damage is taken, while hunger can affect damage output and sleep deprivation might cause hallucinations. The supplies that you craft and the food that you gather could benefit from added realism too, with clothing that’s damaged from prolonged battles or raw meats and poisonous plant life that would cause more harm than good. It’s easy to get wrapped up in the larger-than-life action sequences of Far Cry games, but at its core, you’re still someone trying to survive in a strange wilderness. We’d like to see more emphasis on that.

Far Cry 6: Invasion
Far Cry 3: Blood Dragon showed what a futuristic Far Cry game could look like and one of Far Cry 5’s DLC packs is set on Mars, so why not combine the two ideas and shift time to a reality where humanity is no longer the world’s apex predator? In this iteration, the world has been ravaged by alien forces that have almost completely wiped out mankind. You would play as one of its last hopes, desperately searching for other humans to recruit and fight back against the alien forces. While there would still be plenty of opportunities to survive in the wild, the biggest battles with the best gear could be found in dilapidated cities, where the alien presence is at it strongest.

Bold move – A four-person co-op experience with scalable difficulty
Far Cry 5 is the first time the franchise has allowed players to play through an entire game via co-op. We’d love to see Far Cry continue to build on its co-op component and allow us to team up with up to four people to fight back against overwhelming odds, with difficulty that would scale depending on how many people are in your party. These aliens would be the greatest challenge of any Far Cry game to date, towering masses of monstrous destruction who would require the best laid plans to defeat. Parts gathered from these larger than life encounters could yield rare materials used to craft powerful alien weapons and tech that would make the next encounter a bit easier, but they will take everything in your standard arsenal to take down. These aren’t the kind of enemies to tackle alone. After all, they have almost eradicated humanity; to overcome the brink of extinction, you’re going to want to have all the help you can get.

Far Cry 6: On The Bayou
We know the series just explored America, but there are numerous ecosystems that could make for a great Far Cry game. The swamplands of the South play home to a variety of dangers, especially when vicious alligators thrive in the muddy waters that limit your movement. Far Cry games excel whenever there is some psychedelic, supernatural force at play, so what could be better than an environment rooted voodoo culture? Well, we have an idea.

Bold Move – Voodoo that you do
Instead of facing off against a supernatural threat, you become the supernatural threat. This story could focus around the player as they seek the wisdom of voodoo priests and priestesses to save someone they love. Along with a smaller selection of weaponry (which should include something like Mafia III’s exploding voodoo dolls), dabbling in the dark arts allows you to wield certain spells and incantations against enemies and solve puzzles. But be warned, using these powers could lead to madness and you can never be sure which witch doctor you can trust.

Far Cry 6: Medieval
Far Cry Primal proved that the franchise can travel back in time, so why not take a jaunt back to the Middle Ages? You would play as a knight tasked with exploring and conquering new lands for the sake of expanding your lord’s kingdom. You could choose how much or little armor to wear while exploring the wilds. Like Primal, we imagine that most of the combat for this would be melee focused.

Bold move – Build a fortress for thy liege
Rather than hunting wildlife to upgrade your gear, the emphasis would be on capturing enemy fortresses. Typically, one of the more fun activities in Far Cry games, conquering enemy encampments and claiming them as your own would do more than make them fast-travel points. Instead, this would be the primary mechanic for earning better gear. Fortresses could expand your kingdom and allow you to acquire better items, weapons, and armor throughout the game, adding a healthy dose of Middle-earth: Shadow of War into your Far Cry experience.

Far Cry 6: Down Under
We’re actually surprised that Far Cry hasn’t already made its way to Australia considering all the dangerous wildlife unique to that continent. Granted, it may be difficult to make a desert world compelling for eight to twelve hours, but if any series is capable, it would be Far Cry. Much like the extreme cold in our Russia concept, the climate could be a huge part of the survival element here.

Bold move – One hell of a hangover
As in the beginning of Far Cry 3, you play a young tourist looking to find adventure after graduating college. You try peyote and start the game going through a Far Cry psychedelic experience. When you come to, you wake up naked in the desert with an incredible thirst and a fear that night will soon be upon you. You must do whatever it takes to survive the harsh wilderness and hostile natives while piecing together the events that led you to this point as you try to make it back towards civilization with your humanity intact.

Far Cry 6: Samurai
In another period piece, this would transport players to late 12th century Japan during the rise of the samurai. You play a young warrior learning their ways and must complete some sort of pilgrimage before your training is complete. If you survive your journey and return, you will become a samurai warrior and may aid your clan in the battles to come.

Bold move – A Far Cry and Assassin’s Creed Crossover
If we can get a Final Fantasy and Assassin’s Creed crossover, why not take two of Ubisoft’s most successful franchises and mash them together? It would probably have to be some sort of DLC where the samurai meets and/or battles against an assassin, but we’d love to see a game where these two duke it out. Oh wait, that’s For Honor …

Bolder move – A Far Cry/Assassin’s Creed/For Honor Crossover Extravaganza

 

For our thoughts on the most recent Far Cry, check out our review of Far Cry 5 and some of the craziest things to do in Hope County. What would you like to see from the next Far Cry game? Let us know in the comments below!



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/03/29/six-bold-directions-to-take-the-far-cry-series.aspx

Game Music Spotlight: Jason Graves’ Game Composing Career And His Score For Moss

With dozens of projects behind his name, Jason Graves is a composer of many talents. He won BAFTA awards for his work on Dead Space and Tomb Raider, composed the highly unconventional score for Far Cry Primal, and recorded The Order: 1886’s majestic music at the legendary Abbey Road Studios. His recent endeavors have taken him into virtual reality with his recent project composing Polyarc Games’ Moss for PlayStation VR. He happened to swing by the office to chat about his music career, using tiny instruments for Moss, and Aztec death whistles.

How did you get into composing video games?

I can’t believe it’s been 10 years since Dead Space came out. That came out in 2008, and I’d been working in games for almost 10 years at that point, so it’s been almost 20 years. I originally wanted to do film or TV music, which is why I went to Los Angeles to attend USC because they had a program devoted to that. There was a composer I worked for as an assistant. I also had a chance to work on a game in the early 2000s based on the King Arthur movie. I’d been working in the industry behind the scenes for about two years, but this was the first time I had a game that was officially released that I’d written all the music for. The experience of writing 40 minutes of music in three weeks where the only feedback was “Great, when are you sending the next piece?” was completely different than what I did in LA for the 2+ years before then, when I worked on 30 seconds of music for 8 or 10 weeks for a commercial or trailer, which involved a lot of rewriting. It was decision by committee with no creative input.

When the call came in to do the Dead Space demo, they didn’t know what the game was going to be yet, but they wanted scary music. I could do that because that’s where my background was. I just hadn’t done it for 10 years. I submitted some things I’d already written, did a quick demo, and the audio director almost called me immediately and said that’s what they needed for the game. I fell back into what I was doing in college with aleatoric music, crazy, scary kinds of things. I thought this would be another game that came and went, but it ended up getting a lot of attention, even the music, which I wasn’t really expecting, so then I became the scary music guy! It was my first major milestone career-wise. Everyone was convinced I had a fake name, too… “Graves” and Dead Space. Then the next game I did was [the 2013 reboot of] Tomb Raider.

You’ve worked on a lot of AAA releases and smaller indie projects. Does the latter excite you because the indie space has creativity that’s lacking from AAA?

There can be more restriction with bigger games. As Dead Space went on, I’d never written music for sequels. I think it was more personal restrictions because I wanted to be true to the established music of the franchise. Even though Crystal Dynamics wanted something different from the original games, I wanted to be true to the franchise in spirit while trying to be original. What I love about indie games is that I can sit in a room with 10 people and that’s the whole company. It’s a truly collaborative thing where everyone’s informing each other. 

When you started working with Polyarc on Moss, what did they want initially?

From a music standpoint, it didn’t shift dramatically. It was more about how the music was going to be implemented into the game. We were planning to have more of a Nintendo approach with more interactivity. You die, there’s a death stinger. You get a treasure, there’s an unlock stinger. Music stingers define certain actions and we did that for E3. I was sort of reluctant because the game was so amazing that we didn’t need that crutch of forcibly telling players through music, “Aren’t you having fun? Oh, congratulations! You got a token!” With Moss, everything stood on its own. I recommended writing big parts of music and asking them to see if they could work with that alone. The audio director is amazing, and he was always open to collaboration. There’s no death stinger in the game, for example, so the music just goes on as is and only changes from scene-to-scene; it’s more about broad strokes, rather than precise “this happens when this happens” music. Any interactive music is subtle in the game.

Video games can afford dynamic interaction between the music and gameplay. How does that happen in subtle ways throughout Moss?

There are these enemy towers in the game that look like the Eye of Sauron that can spot and hurt you. The first piece I did had this middle section that was out of tempo and out of scale with this violin repetition. The harp and dulcimer picked up as well and served as warning music. Stephen [Hodde, the audio director] picked that up immediately to have it filter in gradually as you got closer to the towers. Only those instruments fade in with the normal music still going on, which acts as a natural stinger that ebbs and flows. He did stuff like that all the time in the game with how he singled out instruments with the music I provided.

Moss’ music has a whimsical, welcoming vibe, almost like something you’d hear in a tavern or the streets of a fantastical medieval world. Could you describe the style you went with for Moss? 

For me, the inspiration always comes from the game itself. The first Dead Space was the first time I looked for inspiration from within, as opposed to what films have been that are like this game that I can make sound the same. That only happened because EA gave me the freedom. Polyarc was similar. You have these teeny characters in the VR world, and it makes a huge impression because you can sit down and you get a true sense of scale with Quill. You can pick her up and look around, so I wanted to convey the sense of the tiny setting of a sprawling, epic world. With the forest setting, I love the idea of dulcimers, guitars, and ukuleles because they’re small instruments. Celtic harp is also one because you can set it in your lap. Things that sound “woodsy,” partly because they’re made of wood.

I was looking for things that gave the music a unique sound with small instruments, which I mostly happened to own and play with only violin and woodwind players, so the score is 90 percent live. I’ve been trying to do that ever since Dead Space because it makes such a difference. With Moss feeling so intimate, live music would convey its world in a heartbeat. The plucking of guitars; the hammer dulcimer has a mountainy, woodsy sort of vibe – that was the plan. There is some string and brass, but I used the soloists to play on top of them, so I hope the score comes across as organic. That’s the word I was looking for, like with a band that’s in the corner of a bar, which is why I like how you mentioned pub music. Even the combat music is fun in its own way. Not menacing or threatening, but empowering.

You mentioned your instrument collection. What’s the weirdest or most obscure instrument you’ve put in a game?

Two Aztec death whistles that I used with Far Cry Primal. It looks like a human skull and you blow into it, which sounds like someone screeching their death. I wanted to use interesting instruments. Nothing with metal or plastic, and when you start thinking about instruments that don’t have these things, you’re not left with a whole left, so you’re left with rocks, stones, and other stuff like that. One of the people on the team suggested that I check out Aztec death whistles, which the warriors wore around their necks when they decimated nearby villages and blow their whistles. You could hear it from miles away, which was meant to inspire fear. There was a guy in Arizona that makes them out of resin and hand paints them. It’s the most unique instrument I used besides hitting on bushes or banging pots together.

Virtual reality brings up a lot of interesting opportunities for composition. Combined with the interactivity of video games, so is there potential for innovative scores for this developing space?

There are several schools of thought on music for VR. One is that you shouldn’t have any music in VR because it will take you out of the experience. The second one is with ambisonic, 3D sound, where you can take advantage of that and make the music feel around you as well. However, I would say it really depends on the context and genre of a virtual reality game. In Farlands, the whole score was ambisonic. It was mono stems without any reverb or anything like that. The VR engine placed all the instruments in different places. Let’s say you’re in a big room with an orchestra. It’s not the same way in Farlands, but you can walk right up to instruments and they sound closer and drier, and it would sound like the violins are behind you. Very immersive in 3D, and I think there’s places for that where it will totally work. We didn’t use that idea for Moss because there’s no source music in-game. It’s more of a special-case scenario like working on a 3D film. Maybe there’s some subtle 3D, but there’s only two or three times where something jumps out at you. It’s good in that sense when it’s appropriate for gameplay. As a composer, I like the idea of the music functioning as it would in a non-VR game. The VR is its own cool thing; we don’t need to do more bells and whistles. But if there’s an arcade-y kind of game with fun effects, absolutely. But if it’s a story-based game like Moss, it needs to enhance the story. It’s not the attention-grabber.

There are some unique things you could do, like having a certain instrument come in as an enemy gets closer.

Ah, we did some stuff like that! But here’s the trick: as the Reader, you’re overlooking the mouse and your auditory perspective is not like Quill’s perspective, so it’s like the tower with how the music comes in, but you can do that in a non-VR game. And since you’re not in first-person with Quill, there’d be no use to it being in 3D unless you’re hearing from her perspective. You’re present in the game but controlling another character. It’s like first- and third-person at the same time in some ways.

For more on Moss, you can read our review here or check out official previews from the soundtrack through this link.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/03/29/game-music-spotlight-jason-graves-game-composing-career-and-his-score-for-moss.aspx

Far Cry 5 Arcade Modder Erects The Baker Mansion From Resident Evil 7

There are practically no limits to what you can do in Far Cry 5's Arcade mode, and users are already proving that with all sorts of out-of-the-box levels, including an uncannily identical model of the Baker's mansion from Resident Evil 7 by user "wim_buytaert" on PlayStation 4.

All of the assets and ambiance are spot on with this faithful recreation. This makes the mod certainly more deserving than the rating it currently holds, and while you can't explore the inside of the mansion, we wouldn't blame anyone for thinking they booted up Capcom's latest survival horror hit from last year. You can watch the tour emulating the introduction to Resident Evil 7 below.

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For more on Far Cry 5, read our review.

[Source: "TheRedTieGuy" via YouTube]



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2018/03/29/far-cry-5-arcade-modder-erects-the-baker-mansion-from-resident-evil-7.aspx

Detective Pikachu Review – A Bit Too Elementary, My Dear Pikachu

Pikachu was never intended to be the face of Pokémon, but thanks to the popular show, the adorable little electric mouse became the default mascot for the franchise. This critter also wiggled his way into my heart; despite the hundreds of unique pocket monsters Game Freak has created over the years, Pikachu remains one of my favorite travel companions. But none of our adventures have ever looked like this. This version of Pikachu wears an adorable deerstalker hat, talks in a gruff voice, and has the attitude of a noir detective. Somehow, this odd combination makes Pikachu more endearing than ever. The coffee-obsessed sourpuss is a welcome companion during an otherwise-average adventure.

You take on the role of Tim Goodman, the son of an acclaimed detective who was investigating a rash of violent Pokémon outbursts across Ryme City. After Tim’s father goes missing, Tim partners up with Pikachu and the new gumshoes hunt for clues that lead them to the bottom of the disappearance. The larger mystery is surprisingly serious, but I was rarely invested in the overall narrative – and you can see the main twist coming a mile away.

Fortunately, the shenanigans I got into with Pikachu along the way were far more memorable than the overarching story. I liked watching Tim and Pikachu bond over their love for black coffee, and laughed when Tim mistook Detective Pikachu for a “normal,” non-talking Pikachu. The title character also has a lot of lovable personality quirks – he can’t resist sweets and gets excited when he hears his own echo in a cave. I found it endlessly charming to watch one of the most adorable characters in gaming talk like a gruff, middle-aged man while pacing the room with his hand on his chin. At any point in the game, you can touch Pikachu’s portrait on the 3DS’s touchscreen to see what Pikachu is thinking, and I often spammed that button because I was fascinated to see what he would do next.

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The fact that Pikachu is so engrossing is fortunate, because the actual puzzles leave a lot to be desired. Each chapter contains its own mini-mystery that might have Tim and Pikachu recovering a missing neckless, saving a stranded Pokémon, and investigating the nefarious inner workings of a chemical research company. During each mystery, you gather clues by talking to bystanders and examining your environment. Once you’ve collected all the clues for each area, you interact with an incredibly simple matching game where you pair the mystery with a solution and then back up your claim with the supporting evidence you’ve gathered.

Finding these solutions requires no thought or effort; even if you didn’t pay attention when talking to people, selecting the correct answers is easy thanks to brief summaries in your notes. Pikachu also holds your hand through this process and nudges you in the right direction. Even when you make a wrong guess, he tells you to try again, so failing is impossible. This makes the stakes incredibly low, and as a result, provides little satisfaction when you arrive at the solution.

Despite its title, Detective Pikachu isn’t for people who like a good mystery. Its larger narrative isn’t sophisticated, and I felt like I was just going through the motions to solve the smaller mysteries along the way. Even so, Pikachu made a delightful Watson to my Holmes, full of genuine charm and laughs. I enjoyed exploring this Pokémon-filled world with a surly Pikachu so much that I almost didn’t care how we filled our time.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/detective_pikachu/b/3ds/archive/2018/03/29/detective-pikachu-game-informer-review.aspx

Paul Neurath Discusses How Underworld Ascendant Builds On The Immersive Sim Legacy

Few game developers have a lineage as rich with innovation and quality as Paul Neurath. As a veteran whose game career extends all the way back to the 1980s, Neurath co-founded Looking Glass Studios and played a critical role in the creation of beloved franchises like Ultima Underworld, Thief, and System Shock. The studio also served as a hotbed of development talent, with great game minds like Warren Spector (Deus Ex), Harvey Smith (Dishonored), and Ken Levine (BioShock) helping bring these franchises to life before venturing out on their own. 

In 2014, Neurath formed OtherSide Entertainment with the goal of returning to the immersive simulation genre he helped pioneer. The studio's first project is Underworld Ascendant, a return to the Ultima Underworld franchise in everything but name. After raising more than $800,000 during its Kickstarter initiative, the game was picked up by 505 Games and is scheduled to launch later this year. We sat down with Neurath at GDC to discuss how the game plans to build off the legacy he helped shape while working at Looking Glass. 

Let's talk about the immersive sim genre. Obviously, people you have worked with like Harvey Smith have carried it forward with games like the Dishonored series. I'm assuming you've kept up with immersive sims over the years as they have evolved and grown in their many permutations. Where do you feel that genre is at right now and what do you see as the possibilities?
I'm actually slightly disappointed that it hasn't gone further. The immersive sim category has taken some steps forward, but given the 25 or so years span that the category has been around, it's not leaps and bounds. You see areas, like the BioShock series, really pushed the linear narrative development. Deus Ex and Dishonored push more the "I can play stealth-like, I can be a fighter, I can use magic" – the three-triad approach to different gameplay. Broadly speaking it's been more incremental than I would have anticipated. What I want to do and what the studio wants to do is really push it and experiment. When we talk Underworld Ascendant it's not a sequel. It's not a retro kind of game. There are fictional elements, some characters from the Ultima Underworld games, it's set in the same place – the Stygian Abyss. But in terms of gameplay, the thing we're most honoring, which is the legacy that those games were innovative and trying to break rules at the time. So we're doing the same thing now. We're trying to push and see what works and what doesn't work in the immersive sim space. That's something that has always motivated Warren and me – to break the rules and see what happens. The industry needs that. 

What rules are you looking most forward to breaking? What have your experimentations yielded so far?
We want to go further in terms of letting the player author their own gameplay. Taking the guardrails off. We had some guardrails in games like Underworld, Thief, and those style of games. So we're more and more dismantling the guardrails and inviting the player to do whatever sort of wacky stuff they want to do. It's potentially dangerous, because the player can get to places that are kind of dead ends or get themselves into trouble, but we're all about player authorship and empowering the player. We've sent builds out to some of the backers and tried some of these things out and it's been encouraging. People try things. Sometimes they try things that don't work well at all, but partly we've designed for Underworld Ascendant, it's not a game where you're pushing to complete the quest as fast as possible or as many kills as possible. It's not an "optimize your approach" game. Instead, what we're doing is creating a reward system where you are rewarded for coming up with innovating solutions, creative solutions. It may be riskier or harder to solve a quest in a particular way, but we reward that. You get feats if you find out of the box solutions.

We're trying to experiment with different game styles that encourage and reward that creativity. And it's also about replay, which is not something we have done before. If you look at traditional immersive sims, they are linear, narrative, start-to-finish games. Underworld has an open structure in the sense that even though it was set in a physically constrained dungeon, which in the scheme of things wasn't a vast space, you could choose the different paths. You could go down to the next level and do this, take this quest. Or, no, I'm going to go up and do that other quest. It wasn't a literal linear but still it had a progression that was pretty clear.

One of the things we're changing and experimenting with is Underworld Ascendant has more of a node-based system, a hub and spoke where you go to the hub, the central town, that's where the civilization of what little there is in this dangerous spot. That's where people meet up. And that's where you go to get your quests and then go explore in the dangerous corners of the underworld. You essentially go through portals; we're not having you walk up and down a bunch of stairs and corridors. We did that in the original Ultima Underworld, and here we're moving to a model where you may go on a 15-minute quest, so we don't want to have players walking 10 or 15 minutes to get to that quest. You go through a portal, you're there. You do your thing, you come back. Then you can try it again and try it a different way. Each quest can evolve over time as the underworld progresses as a space. The underworld sort of goes from bad to worse, geologically and otherwise. The factions are fighting, and things get more and more dire. More deadly creatures start working their way up from the bowels of the earth and into the space. So if you come back to an area you haven't visited in a while, it's going to change. There's going to be new kinds of creatures and it will physically change, whether it's flooding or lava intrudes. So we really want to create that sense of a very dynamic space. You can go back and back again to areas doing different kinds of quests. That really was not a focus of ours in earlier games. 

Are there narrative triggers that push that evolution?
Yes. There are narrative hooks. It's always a trick in these games because by nature the narrative stuff tends to be very linear. When System Shock moved to these breadcrumb narrative points that we'd spread around, even though it was a subtle change, the nice thing was it makes the player feel like they are discovering the story. They come into the area and they find a log, it gives them another piece of the puzzle. They find another piece, and another piece. They're putting the story together by their own exploration of the world. We definitely have that element in there. Here, because you're revisiting a lot of areas maybe two to four times, when you come back you'll find new narrative bits as the world state is evolving. We haven't done that before in gameplay, so this is new for us. We really haven't seen immersive sims go this route either. Games like Dishonored or BioShock, they are still built on the traditional approach of long narratives. 

It's a level.
It's a level and you finish a level. We really wanted to get away from sort of level play. It allows a lot more flexibility and a lot more dynamics in the gameplay. 

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Are you hand-crafting these areas or using some procedural elements? How are you building this world out? 
It's all hand-crafted. But then the elements can be permutated within. So, the designers can lay out a level or quest area and say, this section here will initially be closed off and you won't get to it. When a narrative event happens, or a world event happens, basically that gets opened up and now I can explore into a space that would have been locked down before. This area that was the equivalent of an underworld riverbed earlier, is now flooded 10 feet deep in water. Now there are water creatures in there and things have changed. And there is some randomization with the smaller, atomic elements. The exact position and make-up of the creatures, we can play with that.

How are you enabling that combinatorial creativity with your skill system?
In the original Ultima Underworld, it had one leg in the old-schools RPGs like D&D. You rolled for your strength and intelligence and such. We're getting rid of all that legacy stuff. There's no more old-school role-playing. There is still character progression, which is very important. But we're trying to do it in a way that feels more organic and natural. In the real world, it's not like you have strength and dexterity rolls and such. Or you're like a level two whatever spell. Instead, there is essentially a skill tree, ability tree. Abilities and skills that you learn in a kind of existential way. Let's say a player says, "I like to fight a lot – I like melee combat and I like to mix it up." The more you fight, you'll unlock more fighting skills. It's experience mastery. We wanted to get away from the grinding, so it's not the "I swing my sword, and on the 500th time of killing something, I now get a +1 on my sword swings." Instead, if I'm fighting a bunch, I will unlock new kinds of abilities. Most of these abilities aren't "I can do more damage." There're more like swashbuckler skills. Now I have a new skill where I can do a jump and roll or leap down on my opponent. Or I can do a wall run and get around the opponent. They tend to be more agility skills that you can combine in different ways. Like we've done magic systems in games like Underworld.

The same thing with magic – we don't really have magic missiles and fireballs that are just damage spells. Instead, we give you spells that let you manipulate the environment and things around you. Since its system-based gameplay, everything has physical properties. Wood can burn or be chopped. Metal can heat up. Or we have things like gravitate. You can gravitate inanimate objects and by having those types of spells it invites you to experiment and explore. When you can gravitate a chest, you can do things like drop it on top of enemies, and then the player thinks further and says, "The chest is made out of wood, what if it set it on fire and then drop it on an enemy?" Or they say, "I can gravitate five chests, link them together, and make a bridge, and then go across a chasm." Or "I can levitate a chest and use it like a surfboard to move across an area. So, we really want these mechanics that invite you to experiment. We know we're doing our job when players come up with solutions and the designer says "I didn't know you could ever do that. That's crazy!"

There's a lot of environmental stuff this works with, too. There are these plants that have properties and grow in the space, and they have these pods you can pull off, and they're super sticky, like Velcro. The game also has a variety of traps. We have this big blade trap spinning around, and one of the players on an earlier build took the pod and tossed it right into the junction where it was spinning and stuck it to stop it. We were like, "Wow, we didn’t' know you could do that."

This started back in the original Underworld. The vision was you're you basically, and your portal ported into this fantasy realm. The concept is if you were there, if you could think of something to do to tackle some challenges, and allow them to do it, whatever it is. We're not literally there yet. We're trying to push forward to that sense of freedom. 

You're building these systems that allow a lot of creativity, and I think one of the interesting things when playing in a space like fantasy where there's a grammar – a way people have gotten used to playing – they understand rulesets like stealth, magic, and combat. How do you suggest to them ways to be creative? 
It's a great question, and I think it was particularly with the early games like the first Underworld, the first System Shock, they were such new concepts at that point that a lot of people didn't really get it. They would play it like a traditional role-playing game and they didn't realize that there were a lot of creatures that were benign or even beneficial to you. Yes, you can engage them and fight them, but there's not much to be gained by slaughtering everything in sight. But that's what they're used to – everything in front of them, they have to kill it in traditionally role-playing fantasy sets. It was hard to message that back then. I think what we've learned and where we're making progress...Thief was a game that you didn't have a sword. You could fight, but you just weren't a very good fighter. I think that game, partly because it had good tutorials and good messaging, and that was part of it, but most players quickly realized getting into fights was not ideal. We made a very conscious choice to make you a very mediocre melee fighter. It compelled you to try and use your stealth abilities. Underworld is little different because if you want to be a Conan-like fighter, then we want you to be that. You don't need to use stealth. But there are stealth skills, and you can build up a stealth tree. It's more like a Deus Ex or Dishonored in that you can focus on different areas – a Thief-like stealth character, a fighter character, or a mage-style character. You're not going to pick a character class. You start out bare bones, you can barely survive. It's almost like a survival game at the beginning – the original Underworld was the same way. But you can develop skills and become very powerful. The only constraint is you can't master everything. In the arc of the game, if you learn a lot of deep skills on fighting, it means you're never going to be superb at magic or stealth. You want to be a jack of all trades, you can, but then you will be a master of none. So, the player has those choices that are constraining in that way. As in games like Thief and some modern games, we call it a tutorial but it's in game. It's characters giving you feedback and hinting at things – "Have you tried this before?"

The other thing is we do have a system where players can show the techniques that they are using off and share that with other players. We think players sharing with each other how they are solving problems is a really good way to educate them. 

At the end of the day, it's about problem-solving. We're trying to empower the player to figure out how they want to overcome challenges and there is never one right way to do it. There are hundreds of ways you could do it because whatever solution you come up with, you earn what we call feats, and you get tangible rewards for coming up with it, but the more unique it is the more rewards you get. 

What kind of rewards are we talking about here?
We haven't talked about it in depth; it's something we'll be talking about later. It's tangible game rewards. It's basically progression rewards. If you come up with a solution that no one else who has played this game has figured out this way to get past this, you get really sweet rewards for that. Plus, kudos from the community. 

How do you design rewards for a system that potentially has a crazy amount of possibilities?
We're tracking how everyone is playing the game. We track every player and every quest, so we know how everything has been solved and we can use that. 

What else excites you about coming back to this genre?
I love fantasy. I grew up on fantasy. When I was seven years old I read Lord of the Rings, so I've always been steeped in the fantasy genre for fiction. I played a ton of D&D. I was a dungeon master for a string of years; it probably hurt my GPA. I'm sure it did. And partly when we created the original Ultima Underworld, it was an opportunity to digitally recreate that experience of being in a pen and paper game. When you play in pen and paper, to me the rules don't matter as much. It's more the team figuring out how they are going to solve the challenges, so we wanted to create that context. So, it's great fun to be coming back to the fantasy genre. And with Ultima Underworld in particular, it's interesting because we did the original and the sequel, and then it went fallow for two decades.

We always wanted to do another one, but it was just a weird historical confluence. We started the games with Origin Systems, they were acquired by Electronic Arts, and fantasy wasn't really their thing. It wasn't high on their priority queue at the time. There were always these discussions "maybe we will do it, maybe we won't do it." They ended up doing Harry Potter. And they did Lord of the Rings. So once EA was in the picture, Underworld didn't really fit their portfolio in a nice way, so it went fallow for 20 years. The opportunity to come back and bring this franchise forward is pretty unique. And it's the team, too. We've got a phenomenal team. Joe Fielder is great, he's the project director. He did years on BioShock Infinite. One of the things Joe would probably say if he were here is one of the reasons we went for replayability is he spent a couple years, I think he wrote more narrative for BioShock Infinite than anyone else on the project, and within 25 hours of the game first being released, there were already bunches of players who had finished the game. It took three years of his life, and already in 25 hours people had digested all the content and moved on. And it's not really a game you replay, so it's done and you move on to the next game. That approach doesn't make as much sense in the modern day. 

Are you viewing Underworld Ascension more in a live ops manner then?
Yes, live ops. Very much so. The Stygian Abyss is ever expanding with new areas to explore. 

But going back to the reasons for going back to this, it's the teams at the end of the day. I'm very proud of the games that I've worked on and made. But the thing I'm most proud of is the teams and seeing the teams gel. I've always had an approach of pulling teams together from very diverse backgrounds. A few vets like myself, but also some people brand new in the game industry who are a couple years out of college. They don't know what they can't do, and they bring a lot of perspective. But you see the teams gel and get super passionate about what they're doing and that's the most rewarding thing. And then you see these people go on, whether it's Ken Levine or others and see what they accomplish. It's a lot of fun.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/underworld_ascendant/b/pc/archive/2018/03/29/paul-neurath-discusses-how-underworld-ascendant-builds-on-the-immersive-sim-legacy.aspx

Batman: The Enemy Within Episode 5 Review – A Split And Thrilling Conclusion

Telltale’s second season of Batman has a had a lot of moving pieces. The Riddler. Catwoman’s return to Gotham. Amanda Waller and Jim Gordon’s fight for control. Harley Quinn’s supergroup of villains and their mysterious intentions. At the center of it all, the crux of this story has been Batman and the Joker. If the first season was an origin story for Bruce Wayne and his alter ego, then the second is an origin story for his greatest nemesis. Telltale goes all-in on the relationship in the most spectacular fashion, culminating in a fantastic episode that carries the heavy weight of tragedy and made me feel like my choices mattered.

Same Stitch is effectively two episodes in one – an unprecedented move in Telltale’s adventure catalogue. Depending on your choices throughout the series, John Doe (a.k.a. the Joker) either becomes a vigilante to fight alongside of you, or he adopts the classic villain persona. These two paths create different stories for episode 5. And when I say “different,” I don’t mean minor changes; they are radically separate experiences with unique plots and themes. Somehow, they are equally satisfying.

 

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The vigilante path finds you and Joker squaring off against Amanda Waller as she pursues the clown prince of..uh…do-goodness after the explosive events of the previous episode. Layering plot twist within plot twist, this episode also takes chances with Telltale’s version of Gotham. Bruce and the Joker make jokes with one another, bond, and fight rows of thugs as the Joker squeals happily when he gets to sit in the seat of the Batmobile. However, vigilante Joker still retains some of the menace and the insanity that makes him so memorable, like when he barks at Waller for threatening Batman. It’s a well-balanced act that ends with a barrage of sequences that filled me with dread and wonder, including one lingering shot that’s both grotesque and elegant.

The villain path pits you against an evil, cackling Joker looking to torment Bruce and Gotham for slights against him. While this might sound more boring than vigilante path, Telltale make sure the things that made John Doe so interesting, like his whimpering monologues and his desperate need for Bruce’s friendship, remain in this version of the story. The Joker is still evil, but he sees his villainy as an exercise to earn Bruce’s love, resulting in a twisted (and violent) game of cat and mouse. Several scenes indict your choices throughout the series without being clumsy about it. One of my favorites is a tense sequence in a dining room involving a game of Never Have I Ever. I won’t say more than that, but as a whole, the villain path is diabolical and ends with a devastating, explosive showdown.

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Both versions of Same Stitch assault you in effective ways over your treatment of the Joker throughout the series. The Batman mythos has often presented the idea that Batman himself is responsible for bringing all the lunatics to Gotham city, which in turn makes his crusade a failure from the start – a rich boy’s hobby that makes everything worse. Same Stitch spins on that axis, critiquing Batman just as much as it celebrates him, resulting in a work that feels just as smart as it is earnest.

Not only are these episodes strong on their storytelling merits, but the criticisms often applied to Telltale games have been ironed out. No tedious puzzles or barriers exist between you and this well-paced story. The action sequences are still quick-time events, but they’re also choreographed well. Every encounter is laced with energy and creativity, like a deadly knife ballet with Joker, or throwing Harley through a tea party.

The finale of Batman: Enemy Within is a joy any way you cut it. I was on the edge of my seat during both paths, wondering what would happen next, feeling both dread and excitement all the way until the credits rolled. The episode drops some hints that Telltale isn’t done with Batman yet, but if the series continues, topping the beauty and brilliance of this finale will be difficult.



from www.GameInformer.com - The Feed http://www.gameinformer.com/games/batman_the_enemy_within_episode_5__same_stitch/b/playstation4/archive/2018/03/29/a-split-and-thrilling-conclusion.aspx