Life — Social Gaming Climate

Ever since WoW: Classic launched, I’ve been spending practically all of my free time on it (writing and social life—or lack thereof—notwithstanding). And while I know I made a post about it some time ago, the game has had a lot more time to stabilize since then, and I have more things to say about it.

I was afraid that the nostalgia of socializing with people online and making real friendships would be unattainable in today’s world, both because of how gaming itself has changed and how much social media has grown to dominate society in the last decade. But I could not have been more wrong.

More than I could have imagined, I’m forging real relationships with the people in my guild. Receiving and returning favors, trading things we need, talking about random stuff, or taking pot shots at other people in the guild. Admittedly, I’ve practically learned nothing about their real lives, but the climate in Classic WoW allows for so much more of people’s personalities to show than the last several years of the retail game.

In a way that I have never before experienced, your character has a reputation in the space that they’re in. The people you interact with remember your name, so it pays to be good to others. And since the vast majority have the same mentality, (my guild especially,) social interaction in the game is just so pleasant.

We finished our first Molten Core run today, and while it wasn’t quite as impactful as it could have been, I couldn’t help but think of how many thousands of people had walked through those caves before me. How many inseparable groups of friends. How many memories forged in those lava pits.

And now I’m making memories of my own. Not with inseparable friends, but with people I can’t wait to get to know, for hopefully several months to come.

I’ve been struggling a lot lately with the meaninglessness of my existence. The knowledge that if I simply evaporated, life would go on without me, and very few people would be affected, especially in the grand scheme of things.

But when somebody in the guild needs water for their mana, or a portal to Darnassus, I try my best to be there for them when I can. It’s not that I’m eager to help. It’s that I want to be known as and remembered for my willingness to go out of my way to help people. I find that the satisfaction of helping is often its own reward, and Warcraft gives me a great outlet to do that frequently.

I think about the stories I’ve heard of the relationships that have been forged inside World of Warcraft. Especially the stories of people that are gone. Heck, I wrote one of those stories (partially inspired by real events, but quite fictional).

It’s amazing how easily an entire culture was able to be restored inside a fifteen year old game. It really encourages teamwork and friendship in a way that no other MMORPG has compared to, and for that, I want to thank all the people that brought it to life then, and those that resurrected it now. I wish I had been old enough to really enjoy and experience it the first time around, but I’ll take what I can get. In some ways, it’s keeping me together.

Life — WoW: Classic

I’ll be the first to admit that I didn’t have any interest in playing Vanilla WoW again when they first announced it. After so many years of updates and so many quality of life changes, I wasn’t convinced that nostalgia could save it. There was just so much that the original game was lacking that current players take for granted. Despite this, I knew I’d give it a try just for its own sake.

It’s odd to think about, but how many games are out there that were released specifically as an older version? Even old games that are re-released get remastered with better graphics and less glitches, but WoW Classic required an enormous amount of effort to unmaster. They didn’t even “digitally remaster” the graphics or anything like that, because obviously they wanted it to be as faithful to the original game as it could possibly be.

And, for good or for ill, I’ve been playing it a lot. Nearly all my free time has been spent playing it, (though I’ve still been taking time to keep up with writing projects, blog notwithstanding) and there’s something that I didn’t expect WoW: Classic to revitalize…

Back in the early days from 2004-2007, I would say that World of Warcraft became popular for two reasons. The first is that mechanics-wise, it was the best of its time. There’s little question about that, all you have to do is look at the numbers. But more than that, it was a great way to socialize. After you got home from work, you would log onto the game, see all of your friends online in the guild, and chat with them. Hang out with them. The game made it so easy to connect with people—as well as make new friends.

Fifteen years later, with the rise of Facebook, Twitter, Instagram etc., we are so globally interconnected that people have rekindled relationships with friends they otherwise never would have met again. (For example, I’m Facebook friends with my best friend from 2nd grade, whom I haven’t seen since.) So, at least in the retail version of World of Warcraft, you really don’t need to talk to people. Partly because the majority the content can be done on your own (or at least it connects you to strangers automatically), but partly because the online connections you have don’t need to be done through an MMO like WoW.

This was my main concern. “You can’t restore a game to its original glory when its glory was so contingent on a tight-knit community,” I said. And I still think some of that is true, but oh boy did I underestimate the players.

In a lot of ways, playing WoW: Classic is like stepping into the past. The chat channels are always full, strangers are constantly inviting you to their parties and guilds, making the same jokes, you name it. If you log in at 5pm realm time, you have to wait about an hour just to log into the server I’m playing on because it’s full. In ways I can’t quite put into words, and in ways I certainly didn’t expect, I feel like I’m once again exploring a world with other people. Something I haven’t really felt in probably any other MMO.

This isn’t a review. If it was, I would tell you how awful the quest design is (which is actually worse than I remember), and how much time you have to waste running back and forth from Point A to Point B to get pitiful amounts of money and experience. I’d tell you how everything is hard, and since there’s so many people around, you have to compete against those around you just to get to the next quest, or how you constantly have to fight your inventory just to be able to maximize profits when you get back to town.

I’ve also been struggling with finding a good game to play lately. I needed a time sink so that I can watch YouTube streams and listen to audiobooks, but everything I had been playing was either tired or too high maintenance to multitask. So this came around at the perfect time.

Me — The State of the Gaming Industry

An unconscious but nearly constant frustration I have these days is my growing disappointment with what the gaming industry has turned into over the past decade (or two, depending on how you look at it). Also, before I get into it, just going to say this could easily just be nostalgia talking, but I think at least a few of my points are valid.

The crux of my argument is that I feel that the days of waiting for a game to be as good as it can be before publishing it and releasing it out into the world are long past us. When I think of these games, the first two examples that specifically come to mind are the Halo franchise and most Blizzard Entertainment games (the Diablo 3 launch being an exception). You’ll see why I bring up these two in a minute, but if you know games you probably already know why.

No big calamitous event ruined video games, I’d say. It was a slow, gradual descent into madness as corporations realized there was money to be had there, and started taking over the gaming world. Huge names like EA, Activision, Ubisoft, etc., bought every smaller studio they could get their hands on, and as a result took hold of a lot of video game franchises that were stellar. Games became about money, not games, as mobile gaming became popularized, purchased DLC, and subscription fees all put game developers’ time and effort where it shouldn’t have gone—that is to say, out of the hands of the player. (I will say that mobile gaming in general was a great thing; it opened up a lot of realms of possibilities, but things like Candy CrushAngry BirdsClash of Clans, etc, were never about making a good game, which is the core of a lot of gamers’ hatred towards the genre as a whole).

So as companies realized they could make more money by locking more and more content behind larger and larger pay walls, a lot of focus started to be driven towards constructing those walls when it could have simply been spent making the experience the best it could be.

The worst of all this was that it is not and has never been an issue with the game developers. Everyone wants to make something awesome. Something everyone loves. But when the people in the big chairs say you have to release on a deadline that is immovable, regardless of setbacks and challenges, you will invariably get rushed and unsatisfying results.

Bungie is a good example of this. The Destiny franchise was strangled by Activision’s deadlines and rules, gutting a story without having time to rework it, simplifying content to fit a deadline, and locking all meaningful content behind seasonal DLC destroyed something that could have been amazing. A little digging will tell you that a lot of Bungie’s most iconic names have since left the company in the wake of a lot of disappointing corporate decisions.

This is the same story with Blizzard. Fortunately it took longer for the company to be eaten as they were larger to start with, but slowly Blizzard became less about its three flagship franchises and more about regularly releasing content for half a dozen games. Hearthstone hasn’t had anything innovative in years, it’s just a run of the mill card game now. Heroes of the Storm, which I still love dearly, has lost virtually all support from Blizzard, and it’s abandonment has left what semblance of a competitive multiplayer experience it had in shambles. World of Warcraft has been going downhill for about a decade now, and Overwatch hasn’t been getting the audience it used to now that it isn’t shiny and new anymore. Diablo 4 will inspire some new draw, for sure, but with how many veteran employees have left over the past two years, I can’t help but fear there isn’t much of a future left for what was once a titan of the community.

There are still good games being made. Nintendo is still the same old same old (God bless them). The newest God of War game is a masterpiece, and despite Fallout: 76‘s controversy, I’m optimistic Bethesda will Starfield and Elder Scrolls VI the best games they can be. But the only people I really feel I can trust in the industry these days are indie companies like Team Cherry and Chucklefish Studios. The only downside to this is that indie companies can’t make proper competitive multiplayer experiences without the support of huge servers and a large fan base (and I sort of always need a good PvP game to jump onto every now and then).

I’m not surprised that it’s come to this by any means. An optimistic Kasey would have hoped that Blizzard was above this ten years ago, even if capitalism consumed everyone else. Funny thing is, this nihilism does nothing to curb my interest in working for a game studio as a writer, because if anything I’d want to join an indie studio.

Review — War Crimes

Of the many novels written in the Warcraft universe, I’ve actually read a scarce few of them. To be honest, this is only my second. However, having played WoW off an on for the majority of my life, and having many brothers and friends that are well versed in Blizzard and Warcraft lore, I’m quite familiar with the characters and events, generally speaking. I won’t give spoilers here, though, for as familiar as you may be with the story before and after this book, the novel itself does contain some pretty neat, self-contained things.

War Crimes is a somewhat recent addition to what surprised me to be a collection of over twenty canon books, and chronologically it was the latest addition to the universe until Before the Storm published last month. It takes place between the Mists of Pandaria expansion and the Warlords of Draenor expansion, serving as a segway from one to the other. It explores the trial of Garrosh Hellscream, the former Warchief of the Horde after he basically killed thousands of people and was, to put it mildly, a jerk to everyone, even the people who should have been his friends.

I’ll be honest—I didn’t expect much of this book. The main plot is a trial, and I hated Garrosh’s character simply because he’s boring. In fact, if I were to buy a Warcraft book, it probably would have been one of my last choices for those reasons. When I’m reading a story like this, it’s generally because I want to dig deeper into a universe I’m already familiar with, and not only does this book basically not have that, but it doesn’t have very much action in it, either. It is, as you might expect, almost entirely placed in the Temple of Xu’en, where the trial takes place.

But the book is fair. To call it a bad read or a waste of my time would be out of line. It does the characters justice while also showing different sides of them. It explores the morality and virtues of many of the main characters in Warcraft lore, and you see different sides of them you might not otherwise notice. Flashbacks are used as evidence in the trial (via magic, of course), so we also get to see some interactions between characters outside this moment in time, and that can be really interesting when you didn’t realize those characters knew each other at X point.

I’d say one of the best things about this book is that it’s a balancing act of two parts, and it does a great job. Writing a book (or any piece of media) based on a game where the player has a direct impact on the environment or story of that game is hard. You have to either pretend the player doesn’t exist, which makes any player made choices seem inconsequential, or you make the player a main character, which only works if they don’t get to make their character. The second part is writing a part of the story that isn’t important enough to be essential to the gameplay, but is interesting enough to not waste the reader’s time.

War Crimes does a great job on both of these fronts. The players are the ones that managed to defeat Garrosh and put him in “prison”, but they aren’t necessary for the trial. Players want combat, and this part of the story has very little of it. You wouldn’t want a trial scene to be in your video game anyway, unless you’re playing Ace Attorney, in which case what is a bloodthirsty orc doing there? As far as being interesting but not essential, the story does a good job of that, too, exploring nuances of characters, as I’ve already explained. The ending of the story is a bit obvious if you’ve played the beginning of Warlords of Draenor, or have seen even the trailer of it, but nonetheless it’s a good read.

Overall, this book is a good read if and only if you are interested in understanding the personalities, flaws, or beliefs of the major characters in the Warcraft universe. You really get to know the characters as people in this book, not as the walking stereotypes they can sometimes fall under. If you want to read action scenes, understand the lore of Azeroth (or Draenor etc.), or read about the major events of the world, you’re better of picking up pretty much any other book in the universe.

As a side note, it dawned on me reading this book how little opinion Warcraft players probably have based on the characters in the lore. Basically any player will tell you that Cairne Bloodhoof, or Vol’jin, or Jaina Proudmoore are basically cool people. (Or at least they were, given various points of the story.) For as divisive as Warcraft tries to be—splitting the players into Alliance or Horde—I’ll bet 90% of the playerbase will be able to tell you which are the honorable, good characters from both factions, because while the lore tries to paint in broad strokes of “good and evil”, it does a great job at putting both of those extremes in either side.

Review — Heroes of the Storm (Jun. ’18 Edition)

Since Heroes of the Storm is basically the only game I play given how busy I am, I think it’s only fair that I take the time to dedicate a little bit of my blog to it every once in a while (beyond saying “I’m still playing HotS” in the monthly updates). Being an online, MOBA style game, it’s constantly getting new features and characters to play, so reviewing it at one stage of its development will be totally different from another, even in broad strokes like “state of the game” as I intend to talk about here.

So, for timeline context—the newest character and battleground were released a few weeks ago: Yrel and Alterac Pass. This is following the releases of Deckard Cain and Fenix.

Overall, Heroes seems to be in rough shape, even with the newest batch of content. Keeping myself updated on the subreddit for the game means reading a lot of complaints about how toxic people are (as with all MOBAs), how reporting other players does nothing and there’s no reason to do so, and how frustrating a lot of characters are to play against. There’s a power gap between newer characters and older ones simply because the system is advancing, albeit slowly.

Unfortunately, Heroes of the Storm was crippled from the beginning. The game’s foundation is an engine (at least) nine years old, as it started off as a mod to Starcraft II. This means that connectivity issues and overall capabilities are limited from the start, and it can’t compete with new stuff, given how fast the gaming industry evolves. This will always be the biggest issue with the game—it’s built on old foundation.

And you can see the aging in the game, too. Older heroes like Raynor have very simple abilities, such as “increase attack speed” or “push enemies back”, whereas heroes like Fenix have “fire a laser that spins around your hero twice, hurting and slowing enemies it hits as it passes”. This becomes a problem when most of the characters being picked in high level play are the ones that were released in the past few months.

Overall, Heroes of the Storm is pretty solid. The best thing about it is that the vast majority of games last 15-25 minutes, and only on rare occasions can you give or take 5 more minutes. It’s completely free, you can play with up to five friends, and there is absolutely no “buying power”. You simply can’t buy stuff that gives you the upper hand against your enemies. (The only thing is, as with most MOBA’s, you have to play a lot in order to be able to buy the characters with in-game currency. Not a lot, mind you, and there’s no hero that you can’t buy with in-game currency, but it’s worth mentioning.)

It does have loot boxes, which the entire gaming community hates right now, but honestly I think it’s fine in this case because it’s mostly cosmetic, and you get them at a reasonable rate.

The game is, as it always will be, at it’s best when you’re playing with friends that don’t take things too seriously. Being competitive is fine, but there’s something about MOBA’s that really churns up hatred for other people. So as long as you’re fine with losing, and you can have fun without blaming the people you’re playing with (even if it is their fault), you can have a good time.

Me — March ’18 Update

I’ve been pretty swamped with work lately. The last few weeks I’ve kept a notepad near my desk with a to-do list, because I’ve been having trouble keeping track of everything that needs doing. Because of that, the list always seems to be disappointingly long. I’ve been managing, though, and while I’ve run the risk of burning out and crashing a few times, I’ve managed to teeter on the edge quite well so far.

And as always, here’s the Monthly Update Topic Order™: blog, writing plans, video games, reading/listening, school, and other things.

Like last month, no blog changes are planned. I feel as though I’ve found a schedule that works really well with my school semester and work load. I’ve been posting “Me” posts pretty much every Wednesday even though they’re freebies, but that’s mostly because not a whole lot of “different” things have happened lately. I haven’t been playing D&D the last two months, for instance. I also don’t know what I’m going to do about Sunday posts. I’m not ready to dive back into Spear Gate. In fact, I’m writing this before Sunday’s post. I don’t have a clue what I’m going to do (or what I will have done, as you would see it). I’ll figure something out, obviously. I don’t want to just not publish on Sundays. Wait, I’ve got an idea. More on that later… Well, I mean yesterday, for you.

Which leads me to my writing plans. They’re pretty short and simple. I plan on outlining Part One of Spear Gate soon, and then going back to work on it. Lots of stuff will be different. I’m pretty sure I’m going to have to rewrite it from scratch for the most part. Lisa Stenton is doing pretty well. The second story was hard to write, and I’m hoping March’s won’t be so difficult. They also obviously need work, and if I’m going to publish twelve as a short story collection, they’ll need some serious edits. But as of now I’m still enjoying it and I think I’m certainly up to the task.

Video games. Not a whole lot to say, actually. I’m still mostly playing Heroes of the Storm and Hearthstone. I’m eagerly awaiting the next expansion for the latter, because I’ve got a bunch of in-game money saved up for card packs. I’ve also been playing Dungeon of the Endless, but less so the last few days. It takes a big time commitment to play properly.

In conjunction with whenever I’m playing games, I’ve also had the time to (finally) relax and listen to podcasts, too. I’ve caught up on Writing Excuses, and I’ve also been listening to Julian Smith’s new podcast: Spellbound. Each episode is basically an in-depth discussion about a different topic such as space, psychology, technology, etc. The content isn’t out of the park amazing, but since I could start with Episode One as it aired, I’ve been keeping up. It’s nice to not have to play catch-up, like I’m still doing with Voice Acting Mastery. I’m still about two dozen hours away from being up-to-date with that one, as I’m at December of 2015 at the moment. Luckily that one doesn’t post a whole lot of new content. I’m not reading anything physically at the moment. I’d be lying if I said I didn’t have the time, but reading has always felt like a chore, and with how busy I am, I just need to relax with my free time.

School has been fine. Actually, most of my classes allow me to express myself alongside peers in different ways, so that’s interesting. I have a writing class, an acting class, and a costume design class. None of them are as high maintenance as my classes were last semester, so I’m not stressing out over it. Being at school literally all day two days a week is exhausting, but it could be worse, of course.

Just as a parting thing, I just want to mention how much can change for me in the next few months. If everything goes exactly how I want it to, I’ll be travelling no less than three times this year, and that alone has me excited. I want to start doing more and seeing more, and just generally getting more out of life. I still like video games, but sitting at home and playing them all day makes me uneasy now, even if I have a day off. I have no news to report for now, but hopefully the May and June 2018 updates will be fun.

 

Review — Dungeon of the Endless

Dungeon of the Endless is weird. I played it for the first time yesterday (well, two days ago as of this publishing), and the only reason I did play it was because a friend bought it for me and wanted to play it with me. I actually had zero interest in it. We booted up the game, it’s pretty small, and then while I was looking at stuff he just started talking/explaining.

I’ll be honest. I wasn’t really listening. I was in a weird mood where I was sort of tired so the enjoyment I was getting was pretty much solely just spending time with a friend (and brother). The game isn’t really fast paced, so it worked. I could just follow orders as he told me to walk in that room, put on this item, etc. Somewhat through osmosis I slowly started picking up the controls and the objective, and I have to say…

This game is amazing. It just does so much right for an indie game. Let me explain how it works. Imagine you’re in a giant tower infested with monsters that want to murder you. The only way to get up is to power the elevator, but the elevator is in a different part of the building on every single floor, so you have to carry the power source to it on every single floor. Problem is, there’s monsters everywhere. Trying to kill you, naturally. So you have to build defenses and power generators while you explore the floor, looking for the next elevator and (hopefully) not running into too many monsters.

Sound boring? Well, obviously it’s a bit more complicated than that. Each room you enter is randomly generated. It could have food you need. It could have an adventurer you can recruit (randomly finding them is the only way to unlock them). It could maybe be encapsulated by a toxic cloud. The fun never stops! You could have an amazing layout on one floor, have it be a cake walk and saunter into the next floor, only to find that you have no way of powering any of the rooms and there’s just too many monsters. The power of random.

It’s just a blast for a variety of reasons. It’s multiplayer friendly (up to 4 player), and is pretty much the same experience regardless of how many people play. If you’re playing single player you control four guys, and if you have three friends playing with you each of you control one guy. The game isn’t fast paced, there’s a lot of strategy involved, so if one of you wants to take a bathroom break or needs to go do something real quick, they can give control of their hero to somebody else and the others can keep playing. (Also, it’s soundtrack is great. The whole aesthetic of the game, especially the music, reminds me of Faster Than Light. Which, I’m just now realizing, I never reviewed! Next week.)

Is it without faults? Of course not. It’s biggest drawback is that in order to win a playthrough, you have to dedicate anywhere from 4-6 hours, because each of the 12 floors can take upwards of half an hour, assuming you don’t die. You can save it and play later, but you’ll probably forget what modules you’ve researched and what your characters were good at. Also, the interface isn’t the best. If you’re in a room with a dozen monsters and two friends, it can be really hard to tell how much health each of your characters have. And switching between characters you control can sometimes be a pain, too. The wording of items is suboptimal, too. You can see an item in a shop that says “Gives ‘Pack of Dogs’ Skill”, but without knowing off the top of your head what that skill does, the only way to find out is to buy it (or use the internet).

I’ve had the game for two days (one and a half, really), and I’ve already put 16 hours into it. It’s just a fantastic game, and if you have the time, it can be both mentally challenging and physically relaxing.

Parting warning. The game has two difficulties: “easy”, and “too easy”. I’ve never won on easy.

Review — Battle Chasers: Nightwar

It’s been a while since I’ve played a traditional turn-based RPG. I mean, my favorite video game ever is Dragon Quest VIII, which was released over 13 years ago, and I honestly haven’t played many games in that genre since. (Dragon Quest XI still has no western release date, but it’s on the agenda.) So here’s a (mostly) spoiler-free review of the game!

So when I got my hands on Battle Chasers, it was like an itch that hadn’t been properly scratched in a long time. The last JRPG I’ve actually put time into is probably the original Suikoden, and it’s been several years. Now I didn’t know much about Battle Chasers going into it, I just knew that the art was cool and some online people I enjoy praised it. When I found out it was a turn based I was delighted.

This game was just a blast from start to finish. The opening cinematic(s) did a great job establishing the personality of each of the characters, and it did some interesting role reversals that were cool to see. As I played it, I found that the game really had everything I wanted: a meaningful progression of power (leveling up is really impactful to the experience), a sense of exploration, rewarding the player for being investigative, a clear sense of what being a completionist would entail (meaning “what can I do to see all there is to see?”), and challenging them with optional puzzles and quests.

This game was also a lot longer than I expected it to be. It took me 45 hours to beat it 100% (not New Game+), and if I had the time I would have no qualms with going through it again. New Game+ is cool because, while it isn’t necessarily “harder”, you can much more easily get Legendary quality gear and feel powerful, even if the monsters you’re fighting are 6 levels above you (when the maximum level is 30).

My favorite thing about this game was that it had time to put in lots of unnecessary things. All of the dungeons are randomly generated, so the puzzles you see the first time will be different when you revisit it. (This is a double-edged sword I’ll get to in a moment.) It has lots of side quest type things that feel rewarding. There’s also lots of cool lore books that are interesting reads, and the narration in general can be pretty sassy.
Ex: The game gives you an option to throw money down a well. When you throw 1000g in (a good chunk if you’re about a third of the way through the game), the narrative replies with something along the lines of “You have enough gold to feed an entire village for about a month, but you decide it’s best wasted by throwing it into a well.” It’s neat because this game very much adopts the philosophy of “just because your character can do it, doesn’t mean it’s the right choice to make”. A lot of the game actually seems to be modeled as a Dungeons & Dragons type adventure.

 

 

I do have two problems with the game, though. The first is that it can be somewhat unclear with the consequences of something. When you find an artifact, the game makes a big deal telling you that they’re valuable, which implies you should keep them, even though you have the option to sell them for a different type of currency. What it doesn’t tell you is that this is literally the only use for artifacts. They’re meant to be sold. Don’t hold on to them. What’s more, some of the optional bosses can be encountered accidentally if you’re “adventurous” enough, and there’s actually no way to know the power level of what you might be getting into. (There’s a mini boss in one area that’s four levels higher than the monsters inside, and he has a passive of reducing the party’s healing by 50% when you’re fighting him. He’s no joke!)

By far my biggest gripe with the game is how the “random” tiles in dungeons are placed, though. There’s a random encounter in the first dungeon with a skeleton, and you can choose to help him or refuse. If you refuse, he attacks you. If you help him, you can find him (randomly, again) in a later dungeon, and he attacks you there. Here’s the problem. Neither of these events are guaranteed to spawn in either dungeon. And what’s more, you have to do the first dungeon at least twice in order to take both options, because in both instances he’s a unique monster. So in order to fight every monster, you have to do it multiple times. The worst part is it was bugged for me, so I couldn’t go back to the first dungeon to fight him after I helped him in my first runthrough. So I had to do New Game+ in order to complete my monster book. This is terrible game design!

But really, it’s a fantastic game. I expected to beat it within 15 hours, but it had over 3 times that content for me. Overall it’s great, and it can be very challenging if you want it to be. Also, it has fishing. In my experience, every game that has time to add optional fishing stuff to it is going to be a good game.

Life — Upgrade!

So, I’ve finally gotten my new computer, and it’s a pretty interesting experience. All my life has been spent playing the hand-me-downs as far as video games are concerned. Usually, this means getting the old computer when my brother made a new one for himself. That is to say, the systems I had available could usually play all the newest games, but just barely. They would run poorly and the frame rate would be terrible— and this would already be at the lowest graphics settings possible.

So yesterday was the first day of an entirely new experience. When I played Overwatch, for example, there were many heroes I simply could not play. I couldn’t use sniper rifles because it required too much precision on a fast paced game. So I stuck with characters that didn’t really have to aim, and I was usually fine.

This new computer has literally transformed the way I play a game like that. I can do whatever I want, regardless of the circumstances, and now the only thing holding me back is my own skill. It feels great to be able to try new things and test my boundaries.

So, while I’ve only had it for a few days, I’m already super stoked. For me, the concept of opening a YouTube video and having the automatic quality adjuster playing HD without having to buffer is insane. My old computer wasn’t able to play seamless videos on high settings even if you gave it time to load!

One interesting thing to note is the fact that I couldn’t really even perceive graphics well enough to be jealous of other people. I would see one of my brother’s playing on his computer with high graphics and I wouldn’t notice much of a difference between what his game looked like and what my game looked like. But now that I’m doing it, I can feel how drastic the change is. It’s not even the visual aspect that I even care about. In a game like Heroes of the Storm, there were particle effects I had never experienced because of the graphics barrier. Little things like adding a targeting reticle on the ground as opposed to a highlighted circle.

As I wrote this blog post, in fact, I opened up the game. I entered practice mode, changed the graphics, restarted the game, and did it again to compare the two. This process took less than three minutes. With my old computer, it would take up most of that time just getting to the start menu!

The best part about all of this, is that it’s mine. As I said, most of my life has been spent with hand-me-downs, and indeed that’s pretty true in all aspects as I’m the youngest of six. But not only is this relatively high quality, but it’s also something I did entirely independently of anyone else (save the putting it together part). There was no charity here, nobody offering to help pay for a new computer because my old one stopped working. Just me deciding that enough is enough, and I can do this thing for myself for once.

That said, I probably won’t be doing a whole lot for myself again for a while. Computers are expensive!

Story — Blowing Off Steam (475)

(This is the first fanfiction I’ve written in over a year, and it was actually inspired by one of the Destiny 2 ads that came out recently. This ended up being far more indulgent than I usually write, as I’ve never written actual people I know into my writing before. I intended to make one ‘Destiny veteran’ version and one ‘less familiar’ version where I leave out a lot of the names, but the content ended up so game-specific that it doesn’t really work if you’ve never played. So if you’ve never played it, be warned that a lot of names are thrown out that aren’t explained.)

 

“Hold position,” Aria said, using her scope to scan the field from the outcropping they stood on. It was doted with small craters, and there was sporadic gunfire throughout the landscape. “I’ve got sight on the shooting. Looks like Vex and Cabal.”

Zul rolled his eyes. “It makes sense for Vex to be here. This has been their territory for decades. I still don’t understand why we’re here. Especially all four of us. Isn’t this a little overkill?”

She shook her head. “It isn’t necessary to know why. We just follow orders. The Red Legion started a drilling operation here just before the attack on the Last City.” She returned her focus to the battlefield, where the Cabal was defending against a Vex assault. “We need to stop it before it continues any further. The Vex don’t have enough presence to do that.”

“I don’t know. Seems like we could be a lot more useful defending Earth than coming all the way here.”

“I’m not sure a few more guns will deter the Red Legion,” P-2 chimed in. “Their leader seemed pretty set on claiming the Traveler for his own purposes.”

“Either way, we should wait for the Cabal to clear out the Vex before we engage,” Aria said. “The fewer we have to face ourselves, the better.”

The sound of a gunshot blasted next to them. Aria aimed her pistol to face the threat, only to see Nex-52 crouched down, aiming his sniper rifle down into the battle.

“Nex, did you hear what I just said? Do not engage,” she scolded.

“Yeah,” he said, still looking through the scope. Another shot rang out. “But if we pick off a few of the Cabal, the Vex won’t be taken out as quickly. Easier for us this way.”

“Not if they engage on us now that they know we’re here.”

Another gunshot, but this time to Aria’s right. She turned to see Zul also aiming down his sights with his rifle. “He’s got a point,” he shrugged.

She groaned. “The Hunter going against orders is understandable, but you, too?” P-2 patted her shoulder and shrugged.

“Wait a minute,” Nex said. “The Cabal found a new toy.”

“You mean the giant drill? The one we knew about before we came here?” P-2 asked, sarcasm coloring his tone.

“No, of course not,” he replied. “They’ve got some new dog with them. Maybe half a dozen down there. Running in to attack the Vex head on.”

“I’ve got sight on them,” Aria replied. “Don’t shoot. Watch how they move and attack. We should know what they’re capable of before we–”

A gunshot to her left, and the beast she was looking at immediately fell to the floor, dead. “They don’t seem very durable,” Nex concluded.

“Damn it, Nex, can’t you at least try to follow orders?” She sighed. “I’m suddenly very glad we don’t work together very often.”

“Well, technically,” P-2 said. “The only official orders are over comms. Like Zavala advising us. All the Guardians in a strike team are often the same rank. It just makes sense to have a leader on the field, so that’s how it’s usually done.”

“Can we cut the chatter and get a move on?” Zul took out his empty magazine and replaced it, turning to the rest of the group. “It looks pretty safe to go down, now. There’s only about two dozen left, both Vex and Cabal.” Without waiting for a response, he leaped off the precipice, still shooting on his way down.

P-2 jumped after him, and Nex-52 pulled the sniper rifle to his side to pull out a hand cannon before following suit. “I hate you all,” Aria mumbled. After making sure her weapons were loaded, she joined them.

The battle was already fading when the Guardians landed. With the Vex cleared out, the Red Legion turned their attention to the new arrivals. While Zul and Nex fired at the Centurions in their backline, Aria and P-2 charged in, taking on the enemy Phalanx and War Beasts. A few well-placed shots staggered the Cabal, exposing the massive bodies behind their shields, and a solid punch was all it took to bring them down.

The strike team made quick work of the squadron, but out of one of the bunkers shambled a giant, hulking frame. Armed with missiles and a minigun, staying in sight of it would be a death sentence.

“Colossus!” P-2 shouted. “Get down!”

The team dove to cover inside the many craters that dotted the landscape. “You guys distract it,” Aria said over their comms. “I’ll go around and flank him.”

“You remember what happened last time you did that?” Zul replied.

She ignored it. Racing out of the crater, she sprinted parallel to the Cabal, getting further and further away from whatever he was shooting at. As soon as she was behind him, she rounded the bunker and jumped onto it.

With a breath, she pulled out her own minigun, Sweet Business. “Surprise!” she yelled before unloading into him.

As soon as he fell, a bullet whizzed by her face, almost grazing her helmet.

“Whoops. Sorry about that,” Nex called. “I wanted to steal the kill.”

“You could have killed me with that, you idiot,” she scolded.

“I’ll try harder next time.”

“This isn’t all fun and games you know. People are counting on us.”

Zul sighed. “Relax, Aria. There’s no reason to be fighting. Let’s just move on.”

“Tell you what,” Nex said. “Why don’t we have a little Crucible match here and now?”

“What?” she asked, incredulous. “Why? We’ve got a job to do.”

“And we’ll get it done, don’t worry. But let’s raise the stakes a little bit. You beat me and I’ll follow your lead from here on out. I win, you take a chill pill and we can all get this over with sooner.”

Aria’s eyes squinted from inside her helmet. “Just me and you?”

“I don’t see why the Warlocks can’t get in on the action, too. What do you say? Last man standing? Like the Trials?”

Zul nodded. “No Shaxx and his useless commentary.”

“Think we can beat these two?” Aria asked P-2, who was pacing up from behind and picking up some ammo the colossus had left.

“Maybe. I think we could all benefit from blowing off a little steam, though. We haven’t really gotten a break since the Red Legion came.”

“Alright, Nex. You’re on. Rules?”

Nex was walking away, getting some distance on the two of them. “Anything goes except your stupid shoulder charge.” She rolled her eyes. “Last team standing wins.”

“Alright,” she nodded. “On my mark.”

As she said this, the four of them got into place. Zul ducked into a nearby crater, out of sight of his adversaries. Aria pulled out her sidearm and looked to P-2, who already held a shotgun at the ready.

“Three! Two! One! Go!”

The two of them rushed into motion, charging out opposite sides of the crater to flank them. P-2 blinked across the battlefield just as Zul held up a fusion rifle aimed at Aria.

His reaction was immediate. He ducked down and turned to face the other warlock, pulling the gun up and firing. A charged bolt of purple energy shot into the air, barely searing P-2’s robes as he aimed and shot.

The blast tore through the armor, a haze of void energy dissipating as Zul’s shield was shattered at the impact. Aria held her gun up to assist right as a familiar shot whizzed by. Cursing, she dove for cover instantly. Whether Nex had genuinely missed or was just teasing, she could only guess.

But she couldn’t leave P-2 unaided. She ran back out to see the two warlocks continuing their struggle. They extended their palms out, and the blasts of blue and violet that shot out rippled through the air and distorted the light between them.

Aria pulled out a grenade and sent it towards the crater Nex was holed in, then ran in to help P-2.

Despite his initial lead, he seemed worse for wear. She shot at Zul, but soon ran out of ammo. Upon seeing he was outnumbered, he leaped into the air and pulled his hands close to his chest.

P-2 shot again, but at this distance the shotgun’s range did little. Aria jumped up to meet the warlock just as the mass of void energy was leaving his palms.

She hammered a fist into his gut as hard as she could, enforcing the blow with her own void power.

A loud slam sent a shockwave through the air. The strength of the blow was just enough to take Zul out, and the two landed back on the ground as the echo subsided.

Aria glanced towards where she thought Nex might be, then turned to P-2. “Nice one,” he nodded in approval.

As soon as he turned away, a knife embedded itself into his helmet, a ripple of flame streaking along its path. He fell to his knees, and Aria swiveled around to see Nex at the crest the crater.

“Game over,” he said.

He grabbed for his gun, channeling solar energy into it as his entire body erupted into flames.

No time. That gun had three shots, and any one of them would be fatal.

She called her own strength, summoning all the void power she had stored up and sent it outwards. A bubble formed around her, shrouding her in a field of glowing purple. His gun couldn’t shoot through that.

A crack like a cannon igniting, and the purple haze shimmered as fire spilled around it. The light bent as the gunshot tried to push its way through, but it held firm.

Nex fired again as he descended into the crater. Again, the streak of fire slammed into the shield, right in the same spot. The void energy curved against it, but the second shot was too much, and the purple glow cut short.

Her protection faded, and she was met face to face with a Gunslinger in full power. Aria pulled the trigger, and only then realized that her sidearm was still out of ammo.

He fired again.

The flaming cannon went off, and the bullet left a trail of fire, burning the air as it soared past her head, missing by a hair.

Aria halted, dropping her guard in her confusion. She had been standing still, and he was right in front of her.

She caught the sound of burning and growling, and turned to see one of the Cabal war beasts writhing on the ground behind her, incinerating into nothingness from the shot that, she assumed, had missed its target.

Nex-52 was already using his Ghost to help the warlocks back on their feet by the time she turned to face him.

“So, what does that mean?”

He shrugged. “I got the extra kill I was looking for. We’ll call this one a draw. Besides, we’ve got work to do, and by my count I’ve still got fifteen kills on you. You’ll have to step up your game if you want to catch up by the time we face whatever is down there.” He nodded towards the giant drill that still spun in the distance.

“I got cocky,” Zul muttered as he palmed the place Aria had hit him. “Thought I had enough time to take you both out at once.”

“I wouldn’t have charged right in if I realized we would be going all out,” P-2 said, laughing.

“By the way,” Nex said. “I’m going to need my knife back, P-2.”

“What? No way. You gave it to me fair and square. It’s mine now.”

“I don’t think it works that way,” Zul replied.

Aria couldn’t help but chuckle as the three of them kept bickering. The stress the Red Legion’s assault had brought seemed to have melted away. Blowing off a little steam was just what they needed. Maybe she’d thank Nex later.