Tag Archives: gaming

To the Sea: A Wasteland Story

ArmA2OA 2013-02-12 00-00-47-70

Okay kids, Wasteland story time.

It’s the end of a long night. Toj, Sub, and I have been shot at, shot others, killed, and been killed all around the map. We’ve held the bridge at Prig even with cars driving past it, sent the drivers of armoured Hummers and medical Vodniks to meet their maker with rockets, and scared anyone in the vicinity with shots from an M107.

Sub had called it a night already, and Toj and I both agree that this will be our last life. We spawn in Cherno, looking for a car to get back to Elektro: we know Prig has been hot all night (we’ve done a lot of killing around there ourselves and had a little bit of an adventure up on the east coast before spwaning in back in Cherno), but since it’s the last life of the night (and after we died to some total suspiscious stuff at Elektro) we decide to get up to some shenanigans.

Now, normally there’s over 700 vehicles in a server. Apparently, none of the ones in Cherno are working. We come across a bus that has a broken wheel, a ute that has a broken wheel, a jeep with a broken wheel, and a blue van with — you guessed it — another broken wheel. But right next to the van I find a green sedan that seems to be in working condition. The engine is still mysteriously running, leaving me to question the fate of whomever drove this little green sedan before me. The glass is a little banged up, but she drives. This other dude, Seeker, also gets in the car with me, and I head south towards the Cherno docks. There, Toj is manning a Hummer with a 50 cal; Seeker and I pick him up, and we drive towards Prig.

As we’re approaching Prig Seeker tells us to stop at the gunstore. As a new spawn he’s only got $100 on him, but that’s apparently enough for a basic M4 rifle and 2 magazines of ammo. Sam and I buy the same gear. We jump back in the green sedan and decide to do something, anything.

It was back at Cherno when we were driving to pick up Toj that I figured out a new, fun game: how long can you drive on the train tracks? Green civilian sedans don’t go very fast on anything but the highest quality bitumen, and railway tracks are about the same speed, terrain-wise, as the open grassland. Except I had figured out that you can drive at full speed (110km/h) when your wheels are on top of the railway tracks themselves — it’s nearly impossible to stay on top of the tracks for any period of time, but that just adds to the challenge.

So at this stage, we’re heading east from the gun store at Prig towards Cap Golova, east towards Cherno. I start to play the “how long can I stay on top of the train tracks for” game, when we spot it: a beautiful speedboat, complete with multiple seats and a mounted .50 cal on the front. In an instant, the plan is hatched: we tow the boat to the open sea using the green sedan, and cruise the open seas in our new found boat. It’s an excellent plan — what could possibly go wrong?

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Not Quite An ARMA 2 Mod: Wasteland

As a current member of the Blufor army, this soldier's face must remain hidden

As a current member of the Blufor army, this soldier’s face must remain hidden

I’ve been getting back into some DayZ recently, and while that’s been pretty great fun (although I haven’t played any of the latest patch), something new has captured my interest.

Wasteland. It’s not actually a mod of ARMA 2, but it kind of is: Wasteland is better described as a team-based set of custom missions in Chernarus. There are two teams: Blufor and Opfor, both opposing factions. In the middle are the Independents, for the lone-wolves, the ones that want to kill everyone without discriminating. There’s a few other bits to Wasteland, so I’ll try and explain them in a bit more detail.

Far and away, the biggest difference to DayZ players in Wasteland will be the zombies. Or rather, lack thereof: in Wasteland, there are no zombies. it’s just you, the opposing faction (if you’re on Opfor or Blufor) and the independents (commonly referred to as “indies”). Occasionally you’ll get objectives which have armed NPCs at them (who can and will shoot at you), but those aren’t super common.

You might think the lack of zombies is a little strange, but really, it’s not all that different to what you might have seen in DayZ. DayZ is a little flawed in that zombies only spawn around buildings and the like, which means you don’t see any zombies if you’re just running around in the woods. If it helps, you can think of Wasteland as the post-post-apocalypse: the zombies have all died out, and now it’s just you and other players fighting each other over dwindling resources.

Whilst it may be true that zombies do add an extra level to the tension when you’re engaged with another player, not having to worry about them when you’re tracking another player is good, too — any kind of movement you spot in a town is likely a player. No zombies also means you don’t have to deal with bandaging in the heat of battle and other nonsense. It’s kind of nice, actually.

Unlike DayZ, you don’t have you find your weapons in deer stands, abandoned firestations, or military barracks. Instead, you’ll find your weapons in crates that you find at objectives, or more commonly, inside pretty much every car. And what’s nice about these weapons is that they’re all high-end gear, stuff that isn’t included in DayZ; all the way from top-tier military weapons, Soviet-era weapons (AKs and variants), all the way down to the lowly Lee Enfield and the Makarov PM (easily the worst thing about playing Opfor — Blufor players spawn with the much harder-hitting M1911, and I believe Indies spawn with the G17).

The Mk17 Sniper is a piece of art, and while you don’t necessarily need a silenced weapon in Wasteland as there aren’t any zombies to give your location away to, suppressed weapons can still be useful for silently taking out other players without them getting an immediate fix on your location. Anything with an ACOG scope is great for short to mid-range engagements, too. There’s basically no restriction on the weapons you’ll find in Wasteland — you’ll find specific variants at weapons crates and inside cars (US Special weapons inside a US Special Weapons Crate, for example), but finding a gun in Wasteland usually isn’t an issue. Plus, heavy guns actually work: various shoulder-fired rockets (RPGs, SMAWs, Stingers, Javelins) are necessary for killing armoured targets such as SUVs and Hummers, and make very big bangs.

We made a nice bonfire out of our excess cars.

We made a nice bonfire out of our excess cars.

One of the other big change from DayZ is vehicles: cars are plentiful in Wasteland. There’s over 700 vehicles in Wasteland servers, which means transportation isn’t usually a problem. You can spawn in, jump in a car nearby, and drive away — all without having to repair it or fuel it. It’s a beautiful thing to not have to waste an hour scouring industrial spawns to find a bloody toolbox, let me tell you. Like the weapons, there’s every variety of vehicle in Wasteland: armoured SUVs with mounted miniguns, giant trucks with anti-air machine guns on the back, Humvees, Humvees with .50 cal machine guns, armoured Vodniks, jeeps, off-roads, ambulances, plus the usual assortment of push bikes, motorbikes, sedans, vans, hatchbacks, utes, and so on. There’s also Ospreys, Blackhawks, Little Birds, C130s, and Hueys, but they’re much rarer — only a few per server, plus whatever comes up in the objectives (more on this later). Oh, and did I mention the tanks? There’s tanks, too.

The greatly increased number of vehicles evens the playing field a little: it means the map is smaller, to be sure, but it also means everyone has reasonable access to fast transport to anywhere on the map. What’s more, you can even drive through towns without having to take detours due to debris on the road: evidently, someone was sick of random wrecks on the roads, so they went through and swept it all up, making the roads actually drivable.

It’s not unusual to come across a convoy of vehicles driving along the road in Wasteland. Get a few players, get a few cars, and there you go.

More after the HALO jump.

What’s your DayZ flavour?

I’ve been getting back into DayZ after giving it a long break, and there’s now so many different “versions” of DayZ that it’s insane. They’re not all mods of a mod, mind you – most of the ones you can play easily are just the stock game on a different map. What follows is a quick run-down of the few I’ve tried, and the one that’s hooked me the most.

Bliss

I think the first DayZ mod of a mod we played was Bliss, a Chernarus-based map that’s like the original DayZ, except with a few additions. There’s more weapons of different varieties and more weapons altogether. There’s even additional buildings in various places, such as the additional hospital in Stary Sobor — meaning that you don’t have to go to the coast for medical supplies such as blood bags or epi pens. Playing on a Bliss server doesn’t require any additional files, and the Bliss server that we played on was pretty geared towards PvP — whether that was due to the plentiful high-powered weaponry or not is another question, though.

As far as mods go, Bliss isn’t bad. The additional weapons and buildings add an extra element to the game that stock-standard DayZ doesn’t provide.

Fallujah

Fallujah was actually the third DayZ map I’ve played, the second being Lingor and the first being Chernarus. I’m not sure what the main point of Fallujah actually was, but a few of us joined the server mostly to have fun with vehicles: the name of the server was something along the lines of “have fun with vehicles DayZ Fallujah”. You spawned in fully geared with an AS 50 and everything else you could want. Vehicles of every type littered the landscape: there were Chinooks, Ospreys, C130s, biplanes, Hueys, Black Hawks, and pretty much every vehicle in between. We didn’t really play this one for too long, but a few friends did practice their flying techniques. I, being the more experienced pilot, mostly just flew around and laughed at their antics.

From what I saw from the map whilst I was in the air, Fallujah was a much more urban environment. I wouldn’t really like to be engaged in gun-battles there.

DayZ+

DayZ+ was the first true DayZ alternative we played. It’s a true mod of a mod, requiring a different set of files than the normal DayZ. DayZ+ is pretty easy to describe: it’s the DayZ that’s geared towards PvE rather than pure PvP, because in DayZ+, zombies hurt; a few hits and you’re black and white, a few more and you can pretty much expect to be dead. It’s a harsh world, and in DayZ, you know exactly how harsh. Zombies will aggro from incredible ranges, king-hit you in one go so you’re unconscious on the ground, and will start feasting on you with no mercy. Zombies will glitch through walls. Zombies will teleport around (making headshots all but impossible). Those hours I spent in DayZ+ were perhaps the most challenging of all, because you really re-considered wether you actually needed to go into a town, or whether you just wanted to play it safe and play the virtual farming simulator (meat is one of the best sources of blood-restoration in DayZ, outside of blood bags which can only be found in hospitals).

DayZ+ had a few things that stock DayZ didn’t, namely construction. You could build things with basic gear in DayZ, allowing you to build fortifications away from the zombies (or away from other players). The weapons in DayZ+ were also balanced so that the one-hit, super-powerful sniper rifles such as the AS 50 and M107 were removed from the game, and so were little things such as the rangefinder. To compensate, they added a few new varieties of Russian weapons, such as the Sa-51 machine pistol and variants.

I wouldn’t want to play DayZ+ alone, all because it’s already hard enough when you’re in a group. It might have been easier alone because you only have to watch your own back, but then again, if you got into a stick situation, there were few ways out. Apart from dying, of course.

But that’s just what happens in DayZ.

Shenanigans and Tomfoolery in DayZ

A few cliff notes:

0:00: “I’m gonna hatchet his ass”
0:47: I cannot throw grenades
2:58: “Can I shoot the four to the front or no?” “Negative” *starts shooting immediately*
3:45: M107 vs AS50 noise comparison
5:07: what kind of a person lets off a DMR at the NW Airfield? Not that it really mattered anyway…
5:48: “You’re not dead, you’re not dead, you’re just unconscious”
7:21: “Glad I brought plenty of ammo”
9:28: “Damn boy that’s a lotta shooting”
9:34: “That was an M203! Oh, no, wait, it’s blowing up now.”
10:07: We try and flip an flipped ATV with the ute
12:20: “Just smash into it”
12:30: “It disappeared.”
13:20: Long-range sniping at the NW airfield
14:07: “The answer is always bandits.” (lulz in chat)
14:39: “I couldn’t even see it, there’s so much lag man”
15:09: “Well, I think we just got rid of this server’s airfield population”
16:34: “Now we’ve killed everyone at the airfield.”
16:52: M203 flare brightness testing
17:23: Low-FPS infinite zombie killing
18:00: “Hey, I didn’t use a Lee Enfield, that was somebody else”
19:23: Whose blood is that? I’m not bleeding…
20:16: Last-gasp abort attempt

I am the Gun Master

Battlefield 3 Gun Master Knife Kill

When you playing Gun Master in Battlefield 3 and you use the knife, you’re doing it for an entirely selfless reason; to demote the other player. It’s the ultimate middle finger, a kind of “hey, I’m this much of a better player than you and don’t you forget it” move that means your level stays the same while the other person goes down a level.

For the uninitiated, Gun Master is a game mode in Battlefield 3 that’s like the “gun game” you might have played in Counter-Strike back in the day, also known as Arms Race in Counter-Strike: Global Offensive. Regardless of which game you’re playing, the premise behind Gun Master/Arms Race/Gun Game is the same: it’s a deathmatch-style game mode where you don’t buy guns, instead, there’s a specific order of guns that you need to progress through in order to win the game. You’re given the first gun in the list and need to get a certain number of kills with it in order to progress to the next gun in the list. The objective is simple: get the required number of kills with whatever weapon you currently have and keep doing so until you finish the list of guns — being the first to do so means you win the match.

Using the knife in any version of this weapon progression game mode is a risky manoeuvre, which might be why a knife kill is the last one on the list, the kill that ends the match. If you’re at the top of the ladder, on the last weapon, you have a knife, and that usually means you’re going to have a bad time. Everyone else has guns, and here you are, with a knife; getting kills is hard — difficult, even — but not impossible. But if you’re using guns, in the ranks,  you can still use the knife to get a kill. Again, it’s hard, but not altogether impossible.

Only there’s one major difference between Gun Game and the Arms Race/Gun Master versions of the game work with regards to the knife. In the older Gun Game version of the game, successfully using the knife to kill another player means you immediately level up, advancing to the next weapon in the list, and also demoting the other player to the previous weapon in the list. You’re effectively “stealing” a level from the other player in Gun Game. For this reason, the Gun Game knife kill is beneficial not only to yourself, but humiliating for the other player. Hate a weapon? Get a knife kill to advance to the next weapon. Don’t want to bother getting however-many-kills your current weapon requires to level up? Get a knife kill to immediately go to the next level. Just want to show someone who’s boss? Get a knife kill.

But in Battlefield’s Gun Master and in Counter-Strike’s Arms Race, the knife operates on a slightly different mechanic. If the Gun Game knife is a tool used for purely selfish reasons (to advance to the next level by stealing a level from another player), the Battlefield version is used for purely selfless reasons. Successfully killing another player in Gun Master or Arms Race doesn’t raise your own rank, nor does it add a kill for your current weapon. All you’re doing when you knife someone in Gun Master is sending them back a level, “demoting” them to the previous weapon in the list.

This opens up a whole set of tactical opportunities. Because you can see the ladder in Gun Master and see who’s in the lead, it means you can specifically target someone to knife. Maybe the leader is too far ahead of the pack, so if you knife him, the he’ll be taken down a notch. But doing so is usually at your own expense; you could knife every single player on the other team and you would still be on whatever weapon you started with. Which is why I’m saying using the knife in Gun Master and Arms Race is a purely selfless act, a kind of middle finger to whomever is unlucky enough to be on the wrong side of your ACB-90.

It’s for that reason that using the knife in Gun Master is more of a challenge than it is in Counter Strike. You’re not doing yourself any favours when you use it, so what’s the point? But used correctly, the knife can be a tool for showing off your own skills, humiliating the other player, and demoting them in the process.

Seems like a fair trade-off to me, which is probably why I find myself reaching for the knife button whenever I’m stalking another player.

Zero Escape: Virtue’s Last Reward

I’m not sure why they call Zero Escape: Virtue’s Last Reward the “spiritual successor” to the original 999: Nine Hours, Nine Persons, Nine Doors game. The events of the previous game are spelled out for you during the course of Virtue’s Last Reward and referenced throughout the game, so we can just drop the whole “spiritual” thing and just call Virtue’s Last Reward the sequel to the original game — and it’s for this reason I highly, highly recommend playing though the original game for yourself before playing the sequel.

The first thing you have to know about Virtue’s Last Reward is that it’s the sequel to one of the best games I played this year, 999. This alone made it a must play for myself, seeing as I was this close to giving 999 the prestigious game of the year crown (stopped only by the fact it wasn’t released this year).

The second thing you have to know about Virtue’s Last Reward is that it is every bit as good as the original, which follows that if you enjoyed the original, then Virtue’s Last Reward will be right up your alley.

And that’s pretty much all you need to know about Virtue’s Last Reward; it’s a spiritual successor to one of the best games I’ve ever played, and it’s every bit as good as the original. Now, normally this is when I’d launch into my usual spiel of what the game is about, how you play the game, and just how damn good the game actually is (and why), and I’ll do that in just a second, but I also want to explore the characters themselves — there’s lots to say about each of the characters, and maybe it’ll mean a different review than you might normally read.

Virtue’s Last Reward is similar to the original 999. Very similar, in fact. They’re both story-driven games interspersed with puzzles/escape sequences, and they’re both better described as visual novels than typical games. They’re similar to The Walking Dead, in ways; there’s lots of dialogue, quite a number of cutscenes, and they’re both pretty light on actual gameplay.

But you shouldn’t shy away from either 999, Virtue’s Last Reward, or even The Walking Dead because of how story-driven they are. These three games are perhaps the most powerful games I’ve played, and all because of how damn good the stories they tell are — it’s like watching a movie, only because you have some part in how things play out, you feel all the more immersed. It’s an intense feeling you can’t get from reading a book, and it’s all the more real because you have some part in what happens.

There are quite a number of similarities between 999 and Virtue’s Last Reward. Both games prominently feature the number nine; nine main characters, a door with the number nine, and all with the number nine bearing a kind of symbolism that’s echoed throughout the game. Both games follow similar a gameplay style, too: novel sequences interspersed with escape sequences where you have to solve puzzles and find your way out of a room.

Like you did in 999, you’ll make choices in Virtue’s Last Reward that affect the story. In fact, Virtue’s Last Reward introduces a new gameplay mechanic that means there are even more possibilities than there were in 999. The introduction of the Ambidex Edition of the Nonary Game means you’ll be making more choices than ever before. There are stages of the game where you’ll choose to “ally” or “betray” your partner — without giving too much away, it’s this alliance or betrayal that determines how the game plays out.

It’s also this same alliance and betrayal game mechanic that also means that Virtue’s Last Reward is a slightly different game. 999 featured multiple endings, and Virtue’s Last Reward does as well: but in 999, the endings felt much more final. Besides the icons on the save screen, you weren’t really given any indication of how you were progressing towards the multiple endings, all to get to the one true ending. 999 made you play through the game in its entirety every time you wanted a different ending — I lost count of how many times I played through the first escape sequence, or how many times the characters were introduced to each other. Fast-forwarding dialogue was a welcome addition, but there was still a lot of extraneous gameplay.

Virtue’s Last Reward is different in that you’re given a “map” from the start that outlines all the possible paths the game can take. You have no idea how things will actually play out, but this map and your newfound ability to jump between different paths means you’ll spend a lot less time playing through parts of the game you’ve already played, as you can just jump straight to the point where you made a choice, make a different choice to the one you already made, and play a different path. It might sound confusing at first, but it makes perfect sense when you’re playing the game.

And that’s one of the best things about Virtue’s Last Reward: there’s a lot of complexity buried within the game itself, but it shouldn’t take you long to see through it all and see the truth. I know that might sound a little ho-hum, but it’s true: you might not realise what’s going on as you go about your business and solve puzzles, but it’s all there. All you have to do is play the game, and join the dots.

You haven’t finished this playthrough. There’s more after the jump.