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Tag Archives: pc

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.

Hitman: Absolution

47 pointing his silenced pistol at someone threateningly

Agent 47 can point a gun like the best of them.

Confession time, once again: I have spent precious little time in any of the Hitman titles. Before Absolution, my knowledge of the Hitman series was limited to something about a professional contract killer with a barcode on the back of his head that read 47, with various ways of eliminating targets via use of disguises, varied weaponry and accident kills.

Going into Hitman Absolution, I was excited to play the latest Hitman title. Maybe this would be the one that sucked me right into the Hitman universe, prompting me to go back and play some of the older games in the series, just to see where Hitman Absolution got its roots from.

And as I played through Absolution, it did give me that feeling that I needed to play the previous titles — but for all the wrong reasons. As it stands, I’m not entirely sure whether I liked Absolution or not. You can have fun, but it’s few and far between, and even then, you have to look pretty hard for it.

47 holding a silenced pistol in front of a woman in the shower

The story starts here.

Which is a great shame, as Absolution has a great start: as a player, you’re quickly caught up with what happened in the previous game(s), and learn that your former handler from the Agency has gone rogue and taken a valuable Agency asset with her. As an Agent, you’re tasked with eliminating your former handler and recovering the asset, which is what I assume to be pretty standard fare for Hitman games thus far. But things take a turn just when you’re pulling the trigger on your former handler: you begin to question why she went rogue in the first place. Quite convenient, really, and it’s all very cinematic, very tense, and plays out quite well. After hearing her side of the story, you decide to go rogue yourself — you acquire the asset, who turns out to be this (let’s face it, somewhat attractive) young girl, and go into hiding — from the Agency, who now have a serious problem on their hands.

What follows next, story-wise, is a competent, if slightly bland, story based on Agent 47 finding out why this agency asset is so valuable; you taking back the Agency asset from those that have taken her, and finally, you eliminating the main villians (and, of course, anyone else that gets in your way). If you follow along with the story the whole way though, you’ll realise that it’s a little shallow; the game revolves around this agency asset a little too much in my opinion, and doesn’t spend enough time exploring the Agency side of things, or any other side stories. And maybe that’s just my perspective, given Absolution is the first Hitman game I’ve played, but the fact that the story itself is a little ho-hum is okay, because I wasn’t really expecting anything spectacular from what was supposed to be a gameplay-focused game, a game that truly excelled in the gameplay.

Which is disappointing on so many levels, because Absolution falls flat on its face in the gameplay stakes.

Continue Reading →

Dishonored

I’m somewhat ashamed to admit I never played Thief. The first time I saw it being played was so long ago I can’t even remember the year, but it was a friend’s house, on his original-generation Xbox. I didn’t see a lot of gameplay, but what I did was enough to intrigue me.

Dishonored has been described as the spiritual successor to Thief, and it’s easy to see why: both are stealth based games, both revolve around assassinations of prominent characters, and both are set in some kind of steampunk-slash-industrialised England. Like I said — I’ve never played any of the Thief series myself, but Dishonored looked good enough that I decided to pick it up the other day.

And I’m glad I did, because Dishonored is my game of the year. More on this in a bit.

There’s a lot to like about Dishonored, wrong spelling of its title aside. You play the part of Corvo, a bodyguard of sorts who fails to protect his primary within the first few minutes of the prologue. What happens next is the story of how you escape from prison, meet up with some mysterious friends and benefactors, and begin exacting revenge upon those who wronged  you in the opening scene.

The story itself is all very cloak-and-dagger, and it plays out like any good conspiracy should: the bad guys all have ulterior motives, and you soon begin to start unravelling the real sequence of events that led up to your wrongful incarceration. There’s a bigger picture here, one that you might not fully understand unless you’re reading the myriad of letters and notes left carelessly on desks, or securely locked away in safes. The basic premise of the story is based around the tried-and-true concept of “someone did some wrong to me, now it’s my turn to find out what happened and/or slit the throat of everyone who was involved”, with perhaps a few non-optional side quests here and there. It’s all quite well done, to be honest.

But as good as the story aspect of Dishonored is, where it really shines is the gameplay. The combination of stealth and the option of non-leathal and lethal takedowns at all times gives you lots of choice — there’s always multiple ways to the objective to suit your gameplay style. Do you walk in the front door  with pistol in hand and sword in the other, ready to execute whomever you come across? Or do you use the side entry, tagging the guard with a sleeping dart before scaling the wall to get access to the roof, dropping onto a guard from the railing and taking him out like you’re Batman? There’s lots of choice in Dishonored, enough to suit whatever your playstyle might be.

The stealth aspect is particularly interesting. It’s been a while since I last played a good stealth game, and I think the last title that did this the whole “stealth combined with multiple access routes” was Deus Ex: Human Revolution. That game had similar choices when approaching objectives, meaning that you could either walk in and blow stuff up, or you could take the stealthy route, silently taking out guards and managing to do the most amount of damage without any alarms being rung. And say what you will about the Splinter Cell series turning to crap after whatever the last title was, but Splinter Cell Conviction was enjoyable because it employed stealth in a way that worked well: its excellent use of colour (or more specifically, the lack thereof) to tell you when you were hidden from enemies was a brilliant, brilliant move. Continue Reading →

Medal of Honor: Warfighter

Alternate title: all these o’s directly followed by r’s with no u in-between getting all up in my grill, yo

Hooah.

I ended up pre-ordering Medal of Honor: Warfighter after enjoying the previous game so much, and, as it so happened, ended up playing this year’s Medal of Honor title during this year’s Uni study period (the second one). Warfighter isn’t the first game in recent times that’s been almost universally panned (see also: Resident Evil 6), and at first, I couldn’t figure out why. I mean, Warfighter is as much a game as any of these other titles; it has a plot, which is played out via interactive gameplay and the occasional cut-scene. Isn’t that what a game is? And yet, Warfighter was receiving scores which suggested it was nothing more than exceptionally mediocre — nothing spectacular in terms of breakthrough gameplay, storyline or pacing, but just… average.

But… why?

Warfighter is the story of Preacher, a Tier One operator who’s been through hell and back. He’s been through the thick of it in the past, but in Warfighter, Preacher starts out as someone who’s just on the sidelines. You learn that Tom — Preacher — has taken a leave of absence from his usual duties in order to fix his marriage, and meanwhile, something big is happening elsewhere in the world. By playing over some of Preacher’s previous missions, you learn that some of these things might be connected. Then, suddenly, boom — a train blows up in Madrid, the very train and platform where you’re supposed to be meeting your wife and kid. You wake up in hospital, where your former CO tells you your wife and kid are safe, that they missed their train. But that’s not all: things are going down, and others you used to know are there trying to clean up the mess, find the culprits, and get to the source.

What follows is your story of how you’re assigned to an entirely new Task Force, Task Force Blackbird, in order to find out who the source of these attacks is. First you’re looking for P.E.T.N., the explosive compound that you encountered during your very first mission in Warfighter, then you’re looking for where it came from, tracing the source all back to a certain Sheik, and then even further still, to a mysterious Cleric.

Along the way, you’ll eliminate enemies from a helo in the sky, breach through numerous doors in a variety of different ways, participate in a co-ordinated sniper strike on targets in a hostage scenario, and, perhaps my favourite of all, drive like a madman through the streets of Dubai, either in pursuit of a target, or in an attempt to evade pursuing forces.

Don’t get me wrong, Warfighter is just about as linear as they come. You play through the missions in the order as dictated by the developers. There’s no decisions to be made here, only enemies begging for a bullet in their skull. At the heart of it, maybe that’s the issue here: Warfighter is a game with a single-player campaign that doesn’t let you make decisions, that doesn’t put you in control. You don’t get to decide whether people live or die, you don’t get to call the shots.

“If I die, give this to my wife. She’s already got everything else.”

But, I mean, isn’t that kind of the point? If you’re expecting to make decisions in a game that’s all about what the developers want to show you, aren’t you expecting too much? Single player campaigns in first person shooters are all about telling a story, and if you’re not coming along for the ride — beautiful scenery, on-rails shooting galleries, and all — then you’re playing the wrong game. Because if the developers of the game wanted you to make decisions, if they wanted  you to be in control, wouldn’t they have put those kinds of elements into the game to begin with?

Honestly, this isn’t the first time we’ve seen this kind of game. Warfighter features un-skippable cut-scenes, and you know what other game does? The Walking Dead. Like Warfighter, The Walking Dead features un-skippable cut-scenes, of which there are many. And even though The Walking Dead is perhaps a game where you’ll make some seriously hard decisions, it’s also a game that features the illusion of choice. But again, why is any of this surprising, when it should be the complete opposite? Games that tell narratives (however poor said narrative might be) via their single-player campaigns aren’t exactly new, just ask any of the Call of Duty series, the Battlefields, or the somewhat newcomers, the Medal of Honor games (2010 game onwards, that is).

If it’s different you want, then it’s different you’ll get: Spec Ops: The Line is another game that I’ve written about recently, and that shares a lot in common with Warfighter. Spec Ops and Warfighter are both games that, on the surface, look extremely similar. They both set the scene for war, explaining to those who haven’t been in the mix what war is like. They’re both games that feature linear gameplay, fighting enemy after enemy, corridor after corridor. But where Spec Ops takes things to their extreme by evolving the protagonists into something resembling nothing like themselves, Warfighter takes the well-worn path. Warfighter forces you to take the shot, Spec Ops laughs at you for not doing so. By comparison with Warfighter, it’s easy to see why Spec Ops has been so widely praised.

After my first play through of Warfighter, I wasn’t sure if I liked it as much as the previous game. I wasn’t even sure what the plot was even about, or why some of the cut-scenes weren’t rendered in the game engine, but rather, as some kind of quasi-movie scenes with actors that looked like characters out of a video game. But then, around halfway though my second play-through, I realised it was more than that, that the non-rendered cut-scenes served to separate the story from the gameplay. It was then it started to click: the story wasn’t all over the place any more and actually made sense, and I felt that I had a real sense of purpose during the game, that I was doing something that had a real impact on things.

I don’t necessarily agree that Warfighter deserves the scores that it gets, but I can see where the critics are coming from. Warfighter isn’t a mind-blowing game in any respect, but it does tell a story, and it does feature some nice — if extremely linear — gameplay. There are the odd enjoyable parts, such as the epic car chase scenes, but it does lack what I consider essential to any first-person shooter: a black-in, black-out sniper mission. Just thinking about that snow level (“Evasion”, if you’re playing Spec Ops) in the second Modern Warfare is enough to send me to my happy place.

Have you seen the movie Act of Valor? Warfighter is a lot like that. So like that, in fact, it’s almost as if Danger Close took Act of Valor and made a game out of it. Both Act of Valor and Warfighter had real-life SEALs onboard as consultants, and it shows — the game and movie are uncannily similar.

At the end of the day, if Warfighter set out to tell us about the heroes that go into battle against enemies, get shot at, beaten up, and then get back up and ask for more, than it succeeded. If Warfighter set out to tell us about the sacrifices these people make every day, then it succeeded in every possible way. It’s people like Preacher, Voodoo, Mother, and Rabbit that make gamers like us realise that all of what we’re seeing on screen is inescapably real for a select few.

And for that, I thank them.