Tag Archives: shooter

The Division Open Beta

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This is going to be hard to believe, but sometimes I play other games other than Dota 21. Crazy, I know. But last weekend I played The Division, I title I’ve been looking forward to ever since it brought the hype at E3 2013, at PAX Aus 2013, and then again at PAX Aus 2014. I’m not even sure why I was looking forward to it — the snippets of information that had been given away by Ubisoft/Massive haven’t been much to go on, but the way that everyone else has been talking about the game has gotten me excited. Even after the beta has come and gone, I’m still not sure what the game is about or what the end-game is, so I guess you can say I’m well and truly riding on the hype-train.

At first I wasn’t sure about the concept of a third-person cover-based shooter on the PC. Then I realised one of my favourite games of all time was a third-person cover-based shooter: Mass Effect. And the more I thought about it, the more I saw similarities between the two games: both are cover-based shooters. Both are futuristic. Both have RPG-like elements in terms of gear and skills. While Mass Effect undoubtedly has the far stronger storyline, I’m hoping The Division’s Dark Zone, PvP multiplayer will make up for the complete lack of late-game content we’ve seen thus far and give it at least a little longevity after the main story is done and dusted.

I almost gave up on The Division. After finishing the initial intro and browsing same-ish city blocks, I wandered towards the first objective, cranked the difficulty to high, and dove in. After ten deaths in the same spot, I gave up and was ready to hang in the towel on the whole thing — and I would have, if it hadn’t been for a friend that wanted to co-op with me.

We actually ended up making it through that mission, even though we died a few times in the exact same spot, but having a friend turns out to make all the difference in the world (or at least in that particular instance of mission).

With both of the two storyline missions under our belt (for an estimated 10% story completion of the entire game) in one sitting, we did what two guys would do next and passed into the Dark Zone.

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In the Dark Zone, not only are you fighting up much tougher AI for better loot, you’re also competing with other players for the same. Loot is instanced so you can never “steal” someone else’s loot by landing the killing blow on a big boss, but what you can steal is their loot when they go to extract the loot so it becomes available for use. Dark Zone loot isn’t usable until it’s “extracted”, which is dicey process of calling in a helicopter, waiting around for it to arrive, and then not getting killed while your character is going through the motions of attaching the loot to the zipline dropped by the helicopter. It’s all very Metal Gear Solid, only with the added threat of someone lobbing a few grenades on you as you’re going for the extract, and then raining bullets on you from the high ground.

Which is to say, the Dark Zone is pretty fun. If you’re playing solo, it’s the thill of being a lone wolf — not necessarily taking out groups of the strong AI by yourself, but contributing enough lead to share in the spoils, then either taking advantage of someone else’s extraction helicopter or calling in your own and hoping like hell someone doesn’t decide you’re a good target.

Ars Technica played through the closed beta on Xbox One a few weeks earlier, and while they say The Division is a repetitive shooter that has neither the cover-based shooting mechanics of Gears of War or the looting and gear-based aspects of Fallout or Borderlands, I disagree. The Division is different enough from all those to set it apart, and what people have to realise is that it isn’t a cover-based shooter with RPG elements, it’s an RPG with cover-based shooter elements.

Playing through the open beta taught me that the pursuit of better gear came above all else, and with the amount of weapon customisation and all the other RPG-type elements that were hinted at in the game but not actually present in the open beta (including food and managing hunger levels in a desolate, virus-ridden New York landscape, the various skills granted by unique weapons, the focus on cosmetic appearance, and more), my guess is there’s going to be playing of role-playing in The Division, whether that means going Rogue in the Dark Zone or just sticking to the streets of New York, trying to do… whatever the hell the main protagonist is trying to do. Seriously, what is this game about?

Seeing as I’ve pre-ordered the game, I guess I’ll find out soon enough.


  1. Which reminds me, I should probably write something about that again. It’s been a while, and I’ve got stuff to say. 

Thirty Six Shooter

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Wouldn’t it be great if you didn’t feel pressured to take photos all the time? Because digital is cheap, it means we have this idea that we have to capture everything. It’s terrible if you even have the smallest of compulsive tendencies, because you’re probably taking photos of the most random things possible in your never-ending quest to document anything and everything.

Yours truly:

I’ve felt this pressure myself, too. I’ve often found myself saying: “hey, this costs you nothing and means you can remember every detail of this moment every time you look at this photo in the future” on more than one occasion, and you know what? There’s nothing wrong with that. As humans our memories aren’t perfect, so if we need a little help remembering our kids’ first steps, or that time when bird poo landed spontaneously on our friend, or that time we saw our friend at that place, what’s the harm in taking a photo to remember the occasion?

Enter film photography, stage left.

Paul Miller returned to the internet yesterday after a year of no internet, and a lot of what he talked about was how the internet has trained us to give us that instant hit. Click a link, get a webpage. Google something, become enlightened. Hit a keyboard shortcut, send a tweet. Of course, a lot of other stuff happens behind the scenes to make those things happen, but this instantaneous feedback loop that the internet provides is something we should be more cautious of, in my opinion. I mean, It’s probably why people get burnt out more than they used to — in fact, it’s probably why burn out is a even a thing. No-one got burnt out before the 20th century, and you know why? Because they didn’t have the internet. They didn’t have the internet to give them that instant information hit they so badly craved.

Film photography is kind of like that. Not like the world without the internet or anything, but a world where photography teaches you patience. You’re not crimping every shot to see if the lighting was right, to see if the focus was okay, or because you didn’t expose to the right. You’re not re-taking shots because you didn’t like the direction the wind was blowing, or because a car got in the way of that building. Well, maybe you are — but you’re not doing it over and over again, just so you can make sure at least one of your shots is useable. You’re not firing off bursts of shots just to make sure you get that one shot that you can actually use.

And when it does come time to finish off a roll of film, you’re waiting for the development process. If you develop your own film, I tip my hat to you; I don’t think I could without going insane waiting for all the various steps. I’d much rather just give it to someone else to handle, forget about it for a day or two, then come back and grab the processed film and the scans, which I can then just load into my computer.

No mess, no fuss.

It seems that a good 85% of my photography these days is film. In a world where digital SLRs can shoot crazy numbers of frames per second (seriously, have you heard the burst rate on the 1Dx?), it’s even crazier that at times, 36 frames is too many. Having to shoot random frames to finish off a roll of film that I’m itching to be developed isn’t exactly uncommon. I’m not sure whether this is poor planning on my part or just a reality of film photography, but I do it all the time.

I find it nothing short of weird that 36 frames is at the same time too many frames, and yet, not enough.

Too many frames because film teaches you this idea that every frame counts. You only have so many shots before you have to reload your camera with another roll of film, so you make every one count. But then you finish shooting whatever you’re taking photos of, and what happens? You’ve still got a handful of shots remaining on the roll. So what do you do? Do you shoot a few fun ones just to finish it off, or do you wait until you actually have something worth taking photos of? Because I’m impatient and have more rolls of film stockpiled than I know what to do with, I usually opt for the latter. Being able to see my eagerly-taken photos is also a plus.

But at the same time, 36 frames are not enough. It’s nothing compared to any recent-ish DSLR. My 60D, for example, can do 5.3fps quite happily — whereas I can probably manage perhaps one frame a second on my manually-advanced film rangefinder. Don’t get me wrong, I totally understand where a high burst rate comes in handy. Sports photography, for example, or if you’re an amateur like me and want to make sure that you’ll get at least one photo worth using, and the more shots you take, the larger chance that has of happening. And if you happen to capture more than one frame that is usable, well, what’s the big deal? Digital is cheap, remember?

Revolvers are described as six shooters. Film rangefinders, then, are thirty-six shooters.

Spec Ops: The Line

Spec Ops: The Line is a game unlike any other in recent memory. It asks a lot of you. It’s emotionally exhausting, and it’s the biggest eye-opener to war I’ve ever played.

More on that in a bit. For what it’s worth, there will be a few spoilers along the way. I have endeavoured to keep the spoilering to a minimum though, in order for you to enjoy the game in its entirely at a later date. Thank me later.

My expectations for Spec Ops started out as they usually do when a new shooter appears on my gaming radar. The usual “ooh, new shooter!” excitement accompanied by a Google-ing of a PC demo. I found none, but I did end up watching the trailer on my 360, only to be incredibly disappointed: there wasn’t anything appealing here, just what seemed like a massive grind through an extremely linear level structure, doing the typical shooter thing; i.e. shooting things. Disheartened, I moved on and promptly forgot about the initially promising shooter that turned out to be nothing I hadn’t already played before.

Sometimes, it’s fantastic to be wrong. And boy, although I didn’t know it yet, was I wrong — on every possible facet and every possible level.

Fast forward to a few weeks later, when I’m going through my usual gaming feeds to see if there’s anything new. I come across the Destructoid review of Spec Ops, along with The Verge review of the same. I decide to read their reviews out of curiousity, to see if they came to the same conclusions as I did when I had simply watched the trailer.

What I read wasn’t just unexpected, it was flabbergasting. What The Verge and Destructoid described wasn’t the boring, cookie-cutter shooter I had seen in the trailer, but a masterfully put-together commentary on war and its effect on everyone involved.

And then I watched the Zero Punctuation review on a game that had piqued my interest for the second time around, and I realised something: I had to play this game.

As fortune would have it, Spec Ops was on sale on Steam during their Steam Summer Sale a few days after that, and that was that. I paid for, downloaded, and started to play the game.

Now, you have to remember where I’m starting out from: Spec Ops is a game that I initially was somewhat interested in, then completely uninterested in, then finally, very much interested in once again. I had high expectations going in, and Spec Ops exceeded expectations in almost every way.

It’s no secret that I love a game with a good storyline, and Spec Ops is perhaps one of the only PC games I’ve played this year that has delivered in spades.

The scene is this: Dubai is in turmoil after sandstorms have ravaged the once-beautiful city. The US has already sent the legendary Colonel John Konrad and his battalion, the Damned 33rd, to help with the evacuation, but something is wrong. In Spec Ops, you play the part of Captain Walker, a US Delta operator who is sent into Dubai with two of his buddies in order to find out what happened to Colonel Konrad and his band of merry men, the Damned 33rd.

Like many shooters of the same genre, Spec Ops stats out innocently enough. In the first half of the game, you’ll begin to hate the cover-based combat – it’s not too dissimilar from the system used in the Mass Effect series, and yet there’s a constant grating that means combat doesn’t feel fluid as it could. It’s not as intuitive as the Mass Effect system — sometimes when you want to run to cover, you can’t. You just run, and then stand next to the cover, all the while taking fire from multiple enemies. It feels every bit as awkward as it sounds, but it’s not a deal-breaker; you’ll get used to it soon enough.

Ammo is scarce in Dubai, so you have to make your shots count; head-shots, for example, are accompanied by a puff of red mist, and a slow-motion effect that lasts for a fraction of a second. Not enough to move the crosshair to another target, but enough for your adrenaline-fuelled self to plan your next move. In true third-person shooter style, you walk over ammo to collect it, and can pick up weapons from the fallen at your leisure.

Welcome to hell, Walker.

But it’s during the second half of the game where things start to get a little out of hand. It’s not so much a departure from the shooter norm than a complete, off-the-rails derailment that sends you spiralling into the abyss of questionable morals. The story progresses from simple “reconnaissance” to “search and rescue”, all the whilst spinning an intricate web of more questions than answers.

Suddenly, your two subordinates are fighting amongst themselves over a decision you made earlier in the piece. Suddenly you’re thrust into a truly unforgiving world, where horrific scenes are witnessed, where you have to make the choice between shooting a civilian who stole water or a soldier who murdered the unlawful civilian’s entire family as punishment. And, wait a second, why am I suddenly shooting US servicemen? Aren’t we supposed to be on the same side?

There’s various sub-plots in the overarching story of Spec Ops that only serve to drive home the realities of war. At one point, the game sees you team up with the CIA who apparently know what’s going on in Dubai and have a plan — but in the end, all your efforts to get some more answers only results in more questions, and perhaps even the realisation that something is very, very wrong here.

As the game progresses, it’s not just “search and rescue” anymore. It’s “escape”. It’s “revenge”. You’re forced to make terrible, terrible decisions – forget the lesser of two evils, and just choose what you can live with. You’ll die a lot, and the messages on the loading screen are chilling: “do you feel like a hero yet?”, “how many Americans have you killed today?”, and my personal favourite, “you are still a good person”.

Action or inaction will sometimes result in the same outcome anyway, so you might ask yourself: what is the point of Spec Ops? The point is to get you to realise that war itself isn’t just about killing. Make no mistake, Spec Ops doesn’t glorify war like other shooters might do: Spec Ops makes you realise that war is truly horrific. Bad things happen in war. Bad things happen to people who are involved in war, and sometimes, there’s just no coming back from that.

There’s not much more I can say about Spec Ops without spoiling it totally, but suffice to say Spec Ops has to be played. The only real sticking point about the game is it’s cover-based combat — something the Unreal engine isn’t really designed to do — but the gameplay mechanics pale in comparison to the real reason you’re here; I knew Spec Ops wasn’t going to be just another cover-based FPS, and I went in expecting a stellar storyline, great pacing, and believable characters.  Trust me when I say it’s worth it for the storyline alone.

What you get out of Spec Ops will depend on your resolve: some games aren’t just games you play sitting in front of a computer, but real experiences that make you feel like you’ve been there, and you’ve made those choices for yourself.

Spec Ops is a masterpiece of brilliance. It offers an experience like nothing else I’ve ever played, and as a narrative on the realities of war, Spec Ops is unparalleled. You should play this game.

Further reading:
Zero Punctuation’s review of Spec Ops: The Line
The Verge’s review of Spec Ops: The Line
Destructoid’s review of Spec Ops
Ars Technica’s piece on Spec Ops: The Line including an interview with lead writer (major spoilers, please only read if you’ve finished the game)

Photography

My latest obsession is with photography. I’m hoping it’ll stick around for a long while yet, since I’ve always wanted a decent camera since as long as I can remember.

December of last year I acquired my very first DSLR, a Canon 60D. It was a sort-of Christmas present to myself (my parents and sister contributed), and I’ve been thrilled with it ever since.

I’m still very much an amateur, but I’m getting into photography in a big way. I’ve discovered the joys of street (photography), done numerous candid and portrait shots alike, and have learnt a huge amount from friends and whatever research I’ve managed to do on my own. I’ve done long-exposure fireworks photography with a friend, learnt a whole heap from the DigitalRev YouTube channel, and now even have a tripod to call my very own.

I had the semi-unique chance to shoot the wedding reception of a good friend I went to high school with the other day, and after realising I had a little more to say about it than would fit in 140 characters, I thought I’d write a little about it. That is, correct me if I’m wrong, what a blog is all about, right?

It just so happened a new lens I ordered arrived the day before the reception, a Sigma 30 f1.4. While I love my 50 1.8, it’s mostly too long for “fun” (read: random street photography and/or portraits) on a crop body — a 30mm focal length on a 1.6x crop body is much closer to the full-frame 50 equivalent, and an aperture of 1.4 is also pretty great (razor thin DOF at those kinds of apertures means your autofocus has to be perfect though, otherwise you end up with stuff that’s out of focus. Manual focus? Don’t even think about it).

The new lens arrived, and I wanted to do little more portraits with it — the reception was the perfect opportunity. A few short text messages to the groom later, and I was allowed to bring along my camera. In my mind I was the unofficial second shooter, but it didn’t quite turn out that way (more on this later).

It was the day of the big scary wedding reception, and after buying a suit in the morning, I finished work for the day and made my way to the reception. It turned out I was a few hours early, which wasn’t too bad as I got to scout out the location beforehand. I was worried about the light, and rightly so — the lighting in the reception venue turned out to be pretty terrible. Thankfully, earlier that day I had arranged for a friend to bring along his 580 EX II Speedlite. It was all pretty lucky actually, had I not had the Speedlite my photos would have been much, much worse — I doubt I would have come away with more than a handful of usable shots. As it turned out, I made excellent use of the bounce card and bounced the flash off the roof to great effect (after getting a few . It worked really, really well, and for a first timer I’m pretty pleased with how some of the shots turned out.

My original intention as second shooter was to cover the “lighter” stuff, stuff that the first guy wouldn’t have taken photos of as he was presumably focused on the bride and groom — but as we all know, expectations are far from reality. Turns out the first shooter is pretty worn out from a whole day of shooting the wedding (before, during the ceremony, and in the park after), so I get upgraded to official first photographer. The big leagues and all that. Pressure? I eat pressure for breakfast.

Roughly 750 RAWs later, and it was all over. Now that I’ve had a chance to look at the photos, I’ve got a few conclusions…

  1. White balance matters. I’m not 100% on this one, actually — some of the shots I took had a yellowish (but natural) tone to them, others had a much cooler (whitish-blue) tone. I thought some of the natural-looking shots would have been okay, but apparently not. Thankfully nothing that Lightroom couldn’t fix. Lesson learned.
  2. I thought the guy doing the wedding would have been more, uh, into the whole photography thing. A bit more organised, maybe. Turns out it was all pretty relaxed and casual, which was fine by me — I know some people  can be very particular about their photography , but this guy was pretty casual which was cool. I mean, I don’t think the bride and groom told him I was going to be the second shooter until everyone was actually at the reception…
  3. Post-processing in general kind of sucks. Flame me all you want, but I now have a heap more respect for the wizards who do crazy things in Photoshop to make photos look amazing — they’re pretty great. It’s just that the time required on an individual image is insane; maybe it’s because I’m just starting off and have no real idea about what I’m doing, but man, post kinda sucks. Thankfully, I didn’t do much post and certainly nothing that involved big ol’ Photoshop— I bumped up the exposure by a third, two thirds of a stop here and there, tweaked the brightness and levels a bit, and that was about it, really.
  4. I feel I’m at that point where I kind of have to think about the shot in order to take better photos. I mean, anyone can do the half-press, full-press of the shutter while composing photos using the rule of thirds etc, but I mean, I ended up with roughly 130 or so “usable” photos out of the 750+ I took. Sure, there were quite a few duplicate/triplicates of the same group or same person, but still, that’s a terribly bad ratio whichever way you cut it. Lots of the photos were out of focus, blurry, or the composition was fine but the wrong thing was in focus, etc. I guess it’s something I’ll have to work on, especially when dealing with dynamic subjects. The one good thing about landscapes is that they don’t move.

Most of all, I figured that I just enjoy taking photos of people, both posed and random candids. Which is kind of weird, because I’m not really the type — I doubt I’d be into, like, gig photography or anything like that, but doing photos of people at the wedding reception was actually pretty fun. Must be something about people smiling, or just me being behind the camera. It’s not so much as “capturing the moment” as it is about just having fun, and photography is very fun — I remember this one time I had set up a few younger couples for a group shot at the reception, and taking the shot only to have the flash not fire. Turns out I had turned it off for a few shots earlier, and promptly forgotten to turn it back on again for portraits — a exclamation of surprise and a hurried apology later, I flicked the switch on the flash back on and took another shot. Natural smiles all round, and it made for an excellent photo.

Yeah, more of that, please.

I’m still not sure where I’m going with photography. I enjoy it a lot, like, a lot a lot, but I don’t think I’ll be going pro anytime soon. It’s certainly something I’d consider, but there are certain aspects of photography which just freak me out entirely (I think most of it stems from being a little insecure about my “work” — it’s the whole process of delivering a final product to clients that freaks me out, including spending an hour in Photoshop slaving over a single photo when you’ve got hundreds to edit, and so on).

I’m not sure. I like photography, don’t get me wrong, and I’m more than happy to upload my best shots online, but actually doing something real? Just leave me to look at my photos in peace!