Captain Zack Power

Weddings and baby showers are new things for me. Never been to either one! My high school friends and I scattered across the country after graduation, so I’ve been spared the crushing guilt of watching a friend’s wedding or the honor at being a best man. Last Friday we had a “baby shower” for one of our co-workers at the office.

Rather than involving baby gifts or baby books, we had a writing assignment. Really. Oh, and I shared my new love for GeoGuessr, The Game That Makes You Hate Australia.

As for the writing assignment: use each of the following words at least once in a sentence. The funniest story wins. I didn’t win, but as the prize was one Snickers bar I’m not broken up about it.

  1. Rattle
  2. Diaper
  3. Nursery
  4. Bib
  5. Bottles
  6. Crib
  7. Baby food
  8. Spaceship
  9. Beer
  10. Screwdriver
  11. Toothbrush
  12. Headphones
  13. Calendar
  14. News

Maybe you can guess that the second half of the words tended to skew the stories to be fairly similar. There’s always a spaceship, and people try desperately to work in a screwdriver or use an alternate meaning for “crib.” I think I did okay. Given a ten minute timer, here’s what I came up with. Read this in your best Zapp Brannigan voice.

The spaceship corridor rattled as Captain Zack Power stumbled against it, beer in hand. The digital calendar read January 1, 1960, but that wasn’t news to him. Even with headphones on, Zack could hear the screwdriver vibrating where he jammed it in the AI’s interface socket. Again the ship shook, dislodging a supply cabinet next to the nursery. He waded through a sea of baby food, bottles, bibs, and diapers. Reaching the captain’s chair, his kickass swiveling crib, Zack reached lazily across the data terminals and put something in his mouth.

“Wait, this isn’t a toothbrush” he said as he pulled the trigger.

It's crime time!

Shown here: a bunch of men in business suits watching women dance in cages under disco lighting. That's what you're looking at. Yes. Really.

Monaco is a hoot.

It reminds me of so many other games - Thief, Super Mario Bros., Splinter Cell: Conviction, Metal Gear Solid - but plays unlike any of them. It looks like Hotline Miami and starts off as readable as Dwarf Fortress.

Hmm. How can I explain it?

Take control of some sort of hybrid of man and beetle that radiates colored lighting like it's 1998. Once your pitiful human eyes identify which moving object is your character, your task is to blindly follow the instructions of sidewalk graffiti. Step into the floorplan of a building and fill up pie charts until you’re standing in the right spot, whereupon you will have stolen jewelry or freed a prisoner or turned into a woman or something.

Then retrace your steps while other beetlemen in white coats try to stop you by making your controller vibrate and decreasing the number of slices in one of three unlabeled pie charts around your character. If you run out of pie slices, you turn into a skeleton and a new beetleman under your control appears at the last stairway you visited. Sometimes the enemy beetlemen will cure each other of fatal shotgun wounds.

To unlock new levels you must complete your objective while also grabbing every single yellow diamond that you immediately cash in for supplies in the most easy-to-remember, wildly unrealistic, “that sound you hear is Adam Smith spinning in his grave like a jet turbine” economy ever conceived. 10 diamonds = 1 smoke bomb, 10 diamonds = 1 band-aid, 10 diamonds = 1 C4 explosive, Bitcoin is not a fiat currency, etcetera.

I think that about covers it. Questions?

I think these guys might be more detailed than the in-game models.

If you enjoy a good stealth game as much as I do, you’re going to be really annoyed by Monaco. With enemy vision cones, tripwires, and disguises, it looks, walks, and quacks very much like a duck! But it isn’t. Guard locations are randomized, diamond locations are randomized, and some rooms have alarm pressure plates in what seems like a checkerboard pattern. You’re going to screw up. Badly. Then you discover what kind of game you actually purchased.

It’s an “oh shit I moved one pixel too far and activated the alarm” game. It’s a “damn you don’t break down that wall you’ll alert the guard” simulator. Sometimes it turns into “hold on, I’m almost done putting your bones back into place and then we can get out of here” the video game.

The story is surprisingly sane: a group of criminals escape the country of Monaco after stealing stuff.

Monaco is a game about screwing up. While the controls are precise and responsive, the rest of the game is giddy about making you mess up and think on your feet. Do you kill the guard or sneak past him? Hide in the air ducts? Did you consider that the guard who spots the skeleton of his dead buddy can reanimate his friend in less than five seconds?

Don’t bother with a plan. Don’t memorize locations and patrols. Just run. Run to the bank safe, run to the unoccupied balcony, run to the computer to shut down the security system that even now is drawing a dozen guards to your location.

Do bother finding a friend. Monaco is a multiplayer game at heart, made even better when you and your buddy can look at each other in astonished relief as you reach the next floor of a building. Or declare “I AM BEING A DISTRACTION” as you run around the level, gathering a train of guards like the early days of Everquest.

If you’ve ever wanted Ocean’s Eleven the video game, here’s the chance to get what’s yours. Just don’t blow it all on the suit.

People are protesting low land values

Quit snatchin' mah rednecks!

I have a problem with SimCity.

No, that’s not right.

SimCity, I have a problem.

Almost there.

I have a SimCity problem.

Better! I was hopelessly addicted to the new edition of this city builder for two weeks. It felt like my first time with World of Warcraft, where I’d drop everything at the door and rush to my computer to play, only stopping when my body started screaming about its physical needs. I uninstalled the game a few days ago. I can’t have the game on my computer. It’s not good for me.

My compulsion to play SimCity exposes one of the deepest reasons I play: I love organization and planning. In Resident Evil 4 it manifested in my desire to feng shui the briefcase inventory. In Forza Motorsport I tend to keep my garage clean, free of cars I don’t need. If I was into Pokemon I imagine my PC boxes in that game would be meticulously organized.

All of those are tertiary activities to the main gameplay. Resident Evil 4 rewards you for your shooting accuracy. Forza tests your driving abilities. Pokemon wants to see how free time you have.

Another great Greendale party!

SimCity isn’t like that. SimCity is Resident Evil 4’s briefcase writ large, made into primary gameplay. The only thing that matters to your city is the omnipotence of your organization and the providence of your planning. Watching the citizens commute to work, go to school, and expand their businesses is like watching a garden grow in super speed. For the first, oh, fifty hours I was in heaven.

Then you start to notice things. It begins with gridlock, as your tens of thousands of citizens commute from home to work and create round-the-block parking. That’s not a typo: I would often have a line of cars encircling a city block, the whole conga line totally immobile. Sometimes buses would help, but usually they wouldn’t. Citizens actually need to go to parks to be happy, or visit commerce centers to spend money. But without the ability to set bus routes they’re at the mercy of the disorganized, wandering people movers. At least public transportation is free (for those riding it).

With gridlock comes a whole host of other problems: people can’t get to work, so they don’t have money, so they go broke and move out. You might have a trading center that’s trying to sell oil or processors on the global market, but the global delivery truck is stuck in traffic and can’t give you any money. Recycling trucks can’t complete their rounds, fire trucks can’t get to burning buildings, students can’t get to school.

There are other fun glitches. Buildings that won’t build, sewage that gets stuck in an intersection for no apparent reason, roads that somehow build themselves slightly diagonal. I imagine all of this will be fixed eventually, but the startling revelations like how pedestrians teleport once they’re above a certain number doesn’t fill me with confidence.

This time I know I'll get it right.

And yet I was hooked on this game. It may be fundamentally broken in many ways, but it’s the purest expression of play for me. I kept thinking I could outsmart the wonky pathfinding and still build a beautiful city if I just tried this new layout or used that combination of public transportation. I could make a mint if I optimized the distance between my processor factory and recycling center and trade depot. I could max out education and still get students to school on time.

I could use a drink.

Take a girl for a ride

I’m thrilled to be able to start a game review with a disclaimer. Ready? Here we go. Disclaimer: at the time of writing I am a contractor working with Microsoft and 343 Industries on Halo 4. My copy of this game was free. So you should take some of this with a grain of salt. Like the part where I say the Needler reload animation makes you believe in love at first sight. That’s definitely me exaggerating. Also the contest where the first person to collect all 50 detachable Grunt testicles gets their own decommissioned Space Shuttle. That doesn’t exist, and I’m not just saying so to throw everyone off the scent because I totally want the Endeavour. Okay?

Good luck getting that image out of your brain.

Oh, and there are huge spoilers herein. Made even worse by the fact that things actually happen in Halo 4.

One of those things is an interview with a woman, Catherine Halsey, creator of the Spartan program and Cortana the artificial intelligence. Apparently abducting children is still a faux pas in the future and some shadowy guy wants… well, it’s not clear what he wants. He wants the player to know who this woman is, and that the Master Chief might be more of a hyper-capable psychopath than a regular old super soldier. Mister Shadow, whose identity you never learn, says Spartans exhibit “mildly sociopathic tendencies,” which to my ears sounds like they can be morose after slaughtering an entire species. We’re all allowed to be a little withdrawn at times, aren’t we?

While we do get some insight into Halsey’s assertion that Spartans are humanity’s next step in evolution, nothing comes of the Chief’s supposedly “broken” character. At one point he refuses an order that’s basically “stop playing Halo 4,” but the guy who tells you that loses command of his ship, so nuts to him. Confidentially, things might have turned out better if Master Chief had obeyed that order, but we’ll get to that later.

Right now we’re going to drool over the graphics and sound. Like Gears of War 3, this is the Xbox 360 running at the peak of its potential. Draw distances are huge, the skybox is used to amazing effect, and character models have never been better. Halo 4 uses advanced facial mapping that allows characters to focus their eyes and clench their jaw during in-engine cutscenes. Frame rate slowdown is very rare, and load times and texture pop-in are nonexistent. Art direction on this game is phenomenal, especially the Forerunner structures.

Floating skyscrapers? Saaaafe.

More fanatical Halo fans than I could describe the new audio differences. While the traditional chanting is gone, the new soundtrack fits the action very well, especially the second half of “Revival”. The warthog sounds more guttural, more raw, like someone ripped off the hood and shoved in an angry badger. You can really hear your own footsteps. Clunk clunk clunk goes the Master Chief. He walks like a tank. And Cortana sounds like a real person.

That’s the other audio upgrade. Characters emote now. Cortana sounds afraid and alone, vulnerable and uncertain about confiding her problem to the Chief. Your Forward Until Dawn buddy Lasky is a pleasant military everyman, his captain a barely concealed nervous wreck. And though one quarter of Master Chief’s dialog is just the word “Cortana,” you can really hear him inflect it each time. Thank goodness they have interesting things to say.

While other Halo fans were worried about 343 failing to uphold Bungie’s famous gameplay, I was concerned about the plot. Please have it make sense. Please give us a compelling reason to push forward. Please make us care about Cortana, instead of just assuming we care about her and shoving a blurry blue face into our visor.

Prepare yourself for an onslaught of weepy Cortana fans.

I was not disappointed. This is some of the best writing all year. There’s the occasional science-y gobbledegook about what particular type of radiation Cortana’s detecting at this very moment, but the dialog is short enough not to bludgeon you with geek speak. People don’t go over the same thing multiple times. Cortana has snide quips that make me chuckle. Lasky comes across as honest without seeming like a tool. And restraint! The writers show restraint! There’s a magnificent scene early on Requiem that you get to take in all by yourself.

If you’re human, or programmed to look like one, you sound great.

Why yes, that was oddly specific. Halo’s first real villain is the Didact, an ancient Forerunner imprisoned on Requiem for some reason. Yes, his name is “The Didact” and not “Tim” or whatever. No, I don’t know why he was imprisoned (hope you’ve read Greg Bear’s Forerunner books!). He speaks as though all he had to watch for untold millennia was the Architect scene from Matrix Reloaded.

Like Bender from Futurama, the Didact’s goal is to “kill all humans,” but that language is too straightforward for him. It’s all “retain your nobility” this and “compose your evolution” that until my brain is dribbling out of my ears. I do love how he proclaims “the Forerunners have returned,” when really it’s just him. He’s the only Forerunner left. He does have a giant spaceship conveniently buried on Requiem, so that’s handy. Your arsenal includes seven billion guns and one insane artificial intelligence.

After eight years of being plugged into various alien computers, Cortana has been not-safely-ejected enough times to start going rampant. She’s going to die unless Master Chief can get her back to Earth and rebuild her neural net from her creator, Catherine Halsey, the lady being interviewed in the beginning. While Halo 4 has a solid plot in terms of events happening for logical reasons, there was an interesting moment when - had Chief obeyed Captain Del Rio - things might have turned out differently.

Follow me on this.

Some species is overcompensating for something!

Halo 4 starts with Master Chief and Cortana on a derelict ship called the Forward Unto Dawn. This ship crash lands on the planet Requiem. There, Cortana reveals she’s going rampant, and Chief wants to get her back to Earth let Halsey fix her. During their exploration of the planet they hear a transmission from the UNSC Infinity, another human ship that’s discovered Requiem. At the same time they also accidentally unleash the Didact. Soon Master Chief and Cortana are on the Infinity. Captain Del Rio repels the Didact, but wants to leave immediately and return to Earth. Chief and Cortana protest, saying the Didact must be stopped here and now.

With me so far? Setting aside the fact that we haven’t actually seen the Didact kill anyone, I was very surprised that Master Chief didn’t take this free ride back to Earth for Cortana’s sake. He doesn’t even weigh his options.

“On the one pauldron, save Cortana. On the other, save all humans everywhere.”

What? He's conflicted. Trust me.

Instead he charges after the Didact to keep him on Requiem and fails because Cortana’s rampancy interferes with their plan. Then he follows the Didact to an asteroid base where a Forerunner super-weapon is hidden, but fails to secure it from the evil alien. Finally he sneaks onto the Didact’s ship and rides it to Earth, where the UNSC Infinity and the rest of the human fleet are waiting, fully prepared to defend the planet. There’s been enough time to relieve Captain Del Rio of his command for being a tight-assed coward.

It seems to me that - had Master Chief gone with the Infinity back to Earth - nothing would have changed on the Didact’s end and Cortana’s rampancy might have been cured. You’d miss out on some great flying levels and a surprisingly emotional conversation with an old woman at the asteroid base, but I think it might work. Imagine a race against time to Dr. Halsey’s lab, or even a scene where Master Chief has to wait for Cortana to be repaired, all his power useless, pacing back and forth like an expectant father in a hospital.

Not that this is a knock against Halo 4’s plot. I’m amazed that this kind of what-if alternate scenario is even possible in a first person shooter.

Er, sorry, this isn’t a review of a sci-fi novel. It’s one of those games where the big guns take up half the screen.

New to the series is an entire set of Forerunner weapons that slot evenly into the usual pistol/shotgun/rifle groups. I suppose the Suppressor is unique, being the only sub-machine gun, but the new toys kind of bore me. They have wonderful names, especially the Binary Rifle, a powerful sniper rifle cognizant that anyone in its scope is either totally alive or fully dead. And it’s great to watch them piece themselves together like hyper-intelligent future space Legos the first time you pick one up. Weirdly, Master Chief isn’t the slightest bit surprised when he picks up a gun that assembles itself in his hand, nor does he need help to reload it. Spartans never die, and none read the instruction manual.

In fact, Master Chief knows how to do a lot more than he used to. Sprinting is available at all times, and armor abilities are far less silly this time around. You can have a jetpack, see through walls, deploy a huge handheld shield, or spawn a little turret. The only bad one is the thruster, a half-second burst that’s designed to get you out of the way of vehicles but is as disorienting as slamming your head on a desk. Activating the cloaking ability and sneaking up on a grunt is delicious fun.

Halo: Pelican Pilot. The spinoff I've always wanted.

Being invisible is great, but Halo 4 is at its best when you’re totally exposed. Your introduction to the UNSC Infinity is rampaging around its loading bay with a giant missile-firing robot, which fits nicely into the universe even if it feels like the mech is oiled with testosterone. Yet the best parts of the game for me are the two flying sections. Ever since the original Halo I’ve always wanted to pilot a Pelican, and Halo 4 delivers. Granted there isn’t much to do, but flying that graceful beast is a dream come true.

And then there’s the spaceship section in the last level, Midnight. It’s Ikaruga in first person, the most glorious trench run you’ll ever experience. During my first run I was shaking in my seat, whooping at the screen in joy. I long for a Halo-themed space shooter. All the pieces are there. Come on, guys!

Fear not, Halo fans. 343 Industries has made a proper installment in the Halo series.

Axios.

For Tyria!

WoW classic. Anyone else from the original four servers that went down at launch? Aggramarians represent!

Remember why World of Warcraft supplanted Everquest? Azeroth’s improved graphics and colorful history were a small part of the equation. It was because Blizzard took Everquest, replaced the parts players didn’t like and then polished the rest. Everquest had notoriously horrific corpse runs, lines in front of shopkeepers, and mandated that classes like healers join groups to level up. World of Warcraft had none of that and plenty of original features. You could get the same pleasant levelling and looting experience without a Norrathian headache.

After eight years of Warcraft only the most devout dairy queen would think this blizzard hasn’t gotten stale. The griffons that once ferried us happily across the vast landscape have become AFK Airlines. Quest design is better than ever, but the travel time back and forth between the quest giver and the quest area is as exciting as silence on the radio. We have copious bank space for our items, but carrying sackfuls of berries back to major cities is no one’s idea of fun.

Guild Wars 2 fixes those problems and more, giving us the same pleasant levelling and looting experience without a Azerothian headache.

ArenaNet’s upgrades won’t be apparent at first. What strikes you immediately about Guild Wars 2 is the sense of wonder. Divinity’s Reach (which I keep mistyping as Destiny’s Reach) is a giant of a city, an aboveground Ironforge apparently built for titans but inhabited by humans. Shaped like a wagon wheel set on its side and filled with houses, your first tour of the city is bound to be dizzying.

Who built this place? Paul Bunyan?

Non-player characters fill the streets, just varied enough to avoid identical twins talking to each other. Confetti explodes above your head when heading down the ramp. There are unique sights in each of the six districts: a zoo, a complicated music engine, a vast gorge. Shopkeepers actually run up to you and encourage you to craft trade goods. The heavy scripting creates the impression of Skyrim’s living cities, no easy feat in a massively multiplayer game.

With a city as large as Divinity’s Reach you might expect horses and griffons are required to get from one side to another. Not so. Mounts don’t exist. In their place are teleportation crystals, fast travel checkpoints placed all over the world that cost a few copper to use. Instead of dropping a huge amount of gold upfront to buy a mount - and still hoofing/feathering it to your destination - you spend a little here and there to instantly go anywhere you want (“instantly” once the long loading times are finished). The constant money drain creates a tight economy that tempts players to use the game’s real money store.

Mesmers wear masks like in Bioshock

Without great monthly subscription fees comes great microtransaction opportunities, but Guild Wars 2 doesn’t abuse its players. You can buy extra gold, pets, and cosmetic items like funky hats and aviator sunglasses. Conversion rates are reasonable, so the joy the game inspires should translate to some well-deserved revenue.

World of Warcraft liberated its players to solo the entire game up to level 60 as formerly “squishy” classes like the mage and priest. You still had to work to create a group to take on elite monsters or wandering world bosses, but it was progress and we were happy.

Now we can go even further: all quests are free-roaming activities anyone can complete as an amorphous group of soloers. Wandering boss monsters are swiftly dogpiled under a mass of players who each receive loot and experience. Resources are instanced, so the guy running ahead of you mining is just making it easier for you to find ore nodes. Escort quests are actually fun! Guild Wars 2 takes the best parts of an online game - big groups of players using tons of abilities - and brings it to everyone. From level 2 on up you’re able to have the kind of great experience once reserved for level 60 characters. It’s astonishing.

And then there are the story quests.

You're working for the queen of Tyria but you're losing money on expenses?

I’m playing a human mage who never recovered her sister’s body. Things start innocuously enough: you defend your friend’s bar from hooligans and discover a former guard was responsible for your sister’s capture by centaurs. Overly melodramatic and wordy, but nothing terribly egregious. Your quest giver is Logan Thackery - “he’s so dreamy” coo the barmaids (barf) - a stereotypical honorable captain of the guard. I don’t think he ever surprised me with a piece of dialog. But it wasn’t long until I looked forward to the story quests only for the equipment reward.

This is not concept art. And it doesn't even look like this person has his graphical settings all the way up.

It gets really bad when you start dealing with the factions. An undead crisis is breaking out and three organizations - the nerds, the soldiers, and the spies - want to deal with it in their own way. Despite the fact that each organization seems to report to Logan, he doesn’t have the authority (or the balls) to choose whose solution is implemented. Instead it’s up to you.

I feel like a presidential intern given the authority to direct the CIA, Army, and FBI. Isn’t this the president’s job? Isn’t this… anybody else’s job?

It’s very odd that the first time you hear of these factions is when you’re forced to choose between them. Is there a reason to pick one over the other? Is one group more suitable for spell casters than fighters? If so, why even let me choose? If not, why don’t I get more information before choosing sides? I ended up judging them by the most important undead-fighting criteria: who has the most badass fortress? The Durmand Priory nerds won that contest.

That’s the worst of Guild Wars 2: the story is kind of cheesy. Everything else is amazing.

Like combat: as a mage, some of my spells have target areas, so I can’t just fire and forget. I can switch from DPS to healing to crowd control with one button. An attack mage can actually heal people! Inconceivable!

You also have to dodge enemy attacks by pressing a special button. As massively online games rarely require real reflexes, I feel challenged. It reminds me of how amazing Half-Life’s reload functionality was in 1999. Of course, a manual dodge means monsters in Guild Wars 2 practically telegraph their attacks over the PA system, but you won’t ever be bored.

Coming soon to Guild Wars 2: a Flower minigame

In fact, boredom is hard to come by in Guild Wars 2. Tired of fighting? Switch to a healing build and rescue other players. Antisocial? Go pick flowers and craft something. Want to explore? You’ll get experience by running around other realms and discovering vistas. Don’t want to do anything? Just sit in Lion’s Arch and people watch. Since nobody’s on a mount, you can see characters without them zipping by at a hundred miles an hour. There’s also PvP and World vs. World combat that I find utterly uninteresting but keeps many others happy, so yay for that.

This is how you beat World of Warcraft. Take the base formula and make substantial, meaningful improvements. Then take my $60.