Tuesday, October 16, 2007

Team Fortress 2 Initial Impressions - Part II

Part I

I left off my initial impressions of Team Fortress 2 stating how there is a class for every type of gamer. However, good players are good players, and can succeed with almost any class. It comes down to learning what advantages a class has and then leveraging them against the weaknesses of an opponent. Overall, twitch skill is important, but isn't going to make a single player unstoppable.

The reason twitch skill will never be top dog in TF2 is for the simple reason that certain classes just won't beat other classes on the grounds of gun play alone. A fast-moving scout is not going to outrun or out gun a properly placed engineer turret. No matter how slow the engineer's reflexes are, the turret takes over the shooting, and that allows a strategic thinker to thrive as an engineer. There are plenty of other examples, but I'll let everyone discover them on their own while playing.

The maps in TF2 are wonderfully imagined and share the same feel as the characters. Like the graphical style, the maps tend to poke fun at the FPS genre in whole. There are massive neon signs with huge arrows pointing towards the next control point. Huge stop signs mark doors that are inaccessible during the current round. A large floating red or blue marker clearly defines a control points status.

So far, the maps have felt very balanced. I have never gone into a game dreading the map I was playing on. Some players in the community are disappointed with the number of maps, but if all the maps remain balanced it is a win in my book. I would much prefer a smaller number of balanced, fun maps.

Certain strategies work well on some maps, like an all-out Scout rush on cp_granary, but for every strategy there is a counter. Being on the receiving end of a scout rush can be maddening, as the match is often over before players begin fighting, but that is where team play comes in. If your team doesn't want to work together, then coordinated tactics like a scout rush will win the day.

Unfortunately, a scout rush is a lot easier to coordinate than a defense against it, which can cause problems for players just looking for fun on a public server. So, the developers do need to take care that some tactics don't become too effective or too easily employed. Just to note, a good engineer or pyro can be a nightmare for a scout rush. Well, that is, until the rest of the scout's team shows up.

Part III
Part IV
Final Thoughts

Monday, October 15, 2007

Linux Updates

Trying to keep up with relevant Linux news is tough, as most of it is just a dog and pony show for the top distributions. Most of that news turns out to be a battle between which camp can come up with a more retarded name for their Linux package (Ubuntu I'm looking at you).

However, we have a very positive Linux gaming tidbit to cover today. BeyondUnreal has a short e-mail confirming Linux client and server files for the already-in-demo-stage Unreal Tournament 3.
Heh, thanks. The dedicated server should be along very soon, but the Linux client won't be here tonight, for those waiting for it. I have set up a mailing list for UT3 linux and mac discussion, and I'll be announcing things there when they become available. Send a blank email to ut3-subscribe@icculus.org to join the list. Thanks, --ryan.
I love this sort of news!

On the non-gaming front, Linux and the Mac OS may both be susceptible to a flaw that Windows is currently in the process of patching. Instead of trying to do the tech dance, I'll just quote the relevant information:
In fact, Nathan McFeters, one of the researchers who has been studying the problem most closely says he hopes to present more details on how other Unix-based operating systems like Linux and Mac OS X may also be susceptible to what are known as URI (Uniform Resource Identifier) protocol handler flaws at the Toorcon hacking conference, being held next week in San Diego.
Well that is all I have for right now, so please enjoy.

Sunday, October 14, 2007

Team Fortress 2 Initial Impressions

I normally try to post my initial impressions of a game as soon as I am done playing it for the first few times. I am pretty good about getting into a play, post, play, post rhythm.

However, for Team Fortress 2 I have been fairly silent with my initial impressions. Why? Because it is such a great game that I don't want to waste a single second blogging instead of playing! I do have a few minutes now, so without further ado, my first impressions of Team Fortress 2.

The first thing any player will note about TF2 is the graphical styling. It is stylized and cartoonish in nature, but that is what makes it so great. In an interview with Rock, Paper, Shotgun (a curiously refreshing gaming opinion site), Valve developer Charlie Brown stated:
Funny stuff just happens. So when we started, we knew what kind of weapons we wanted, we knew the physics, we knew we had really fast movements speeds and not all our weapons were realistic, and so it was pretty easy to see during testing that these funny moments happened way more frequently than they did in our other games. That was one of the reasons we chose this art style in the first place. We said, let’s just embrace the exaggerated funny things that happen. We used that to our advantage.
With over the top graphical stylings, comes over to top gameplay. Gameplay is definitely where TF2 shines. At the base, it is a class based shooter that attempts to meld several unique play styles into a team setting. Every class has a job to perform and in most cases, when that job isn't performed, the team knows it.

The best part of the class system is that there is a class for every level of gamer. Players do not need to be twitch gaming superstars to have fun or be competitive in TF2. I have friends from every corner of the gaming universe playing this game and they all are finding a class that fits them.

Not being able to shoot straight makes a player find other avenues for success and in TF2 that often leads to a better team player. This is a refreshing change of pace from the pinpoint click fests found in other FPS games. The point I want to emphasis is that TF2 is not a shooter for shooters, it is a shooter for everyone.

Part II
Part III
Part IV
Final Thoughts

Thursday, October 11, 2007

EA Purchases Bioware

Holy fuck, EA To Acquire BioWare Corp. and Pandemic Studios.
REDWOOD CITY, Calif.--(BUSINESS WIRE)--Electronic Arts Inc. (NASDAQ:ERTS) today announced an agreement with Elevation Partners to acquire VG Holding Corp. -- the owner of both BioWare Corp. and Pandemic Studios. This acquisition gives EA a strong competitive position in key genres in interactive entertainment: action, adventure and role-playing games. The two studios have been recognized for creating some of the highest-quality games in the industry.

BioWare Corp. and Pandemic Studios have ten franchises under development, including six wholly owned games. BioWare Corp. is currently developing the highly anticipated Mass Effect, which will be published by Microsoft in November, and is in the early development stages of a massively multiplayer online game. Pandemic Studios is redefining open-world games with its upcoming Mercenaries 2: World in Flames™ and Saboteur™, in addition to several unannounced projects.
This one is completely out of left field. This really makes me want to run and grab that tinfoil hat I tossed in the closet. The main question I have, did EA buy them for their upcoming online games or for their ass-kicking single-player games?

Wednesday, October 10, 2007