Tag Archives: Xcom 2

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A Tale of Two Mods

It’s the middle of the summer and outside of complaining about the weather, I have little to share. Unless people would be interested in my vacation to Algonquin. Here it is:

It was buggy.

So instead, I’m going to share my thoughts on how I’ve been spending my free time over the last several months. This site has certainly documented much of my video game enthusiasm – perhaps even documenting too much enthusiasm in the process. However, one thing I really enjoy about this little hobby – and experiencing it on the personal computer no less – is the breadth of experiences you can enjoy. While console gaming which requires the use of a television and a dedicated machine is more popular, the ever present computer has a long history of wildly different opportunities. You can have varied products like exacting flight simulators find success alongside two dimensional whimsical farming games about falling in love with your sheep. Or you can play Dota and give up on just about anything else.

Another oft-spoken perk of the computer is the open access. This applies to both developers (as visual novels are finding their first success there and will likely spread onward) and those that would love to know what developers do. PC games have a lovely history of modification which has led to the creation of wholly new genres of games in the process. Even games that weren’t designed to be modded by their playing community can be wholly changed with enough ingenuity and dogged persistence.

Xcom (the reboot) is a lovely example. It was initially developed by Firaxis for both console and PC use. Many would complain that its design was hamstrung by this split focus. I would, certainly, because anyone trying to navigate some of those pre-fabricated maps with a mouse will instantly see how poorly optimised it was for none joystick manipulation. Its code was pretty locked but somehow a small, dedicated team was capable of releasing the Long War modification that drastically turned a lot of the reboot’s systems on its head.

Accessed from http://media.moddb.com/images/articles/1/146/145811/400px-Enderal_Logo_DE_01.jpg

Enderal: The Shards of Order belongs to SureAI and its associated artists and whatnot. The rest belongs to Bethesda I think? Not sure how mods work with regards to copyright.

Then, of course, there are the massive overhauls on games that are designed to be tweaked and changed by the gaming community. Bethesda may release questionable quality games in the first-person/role-playing domain but their support of fan made changes is to be lauded. It was the one thing I could never understand as Bethesda’s reputation was built and they received commercial success: the joy and enthusiasm for console gamers to have Bethesda port their work to their systems even if they owned a personal computer. For sure I can understand the (misguided) desire to experience what others were enjoying but for me Bethesda’s worlds have always been wonderful little sandboxes awaiting you and your own tools to come and make of them what you will. Some of my best hours have been in heavily modded Bethesda worlds and it’s the sole reason I keep close attention on their newest releases even if they go ahead and shove a dialogue wheel and voiced protagonist in my Fallout franchise.

Thus, I was really excited for the announcement of two fairly long awaited community mods and the time to poke around in them. Over the last six months I have put quite a few hours into Skyrim’s Enderal and Xcom 2’s Long War 2. What makes these two mods special, outside of being complete reworks of two games I love, is that they’re both sequels to community beloved releases that I never played. Enderal is the follow-up to the Oblivion overhaul Nehrim: At Fate’s Edge by SureAI. Derek played it and the mod itself was so well received that several enthusiast publications had it nominated for best role-playing game in the year of its release. I never got to try it since I was busy doing… something. And I rather regretted never getting around to it.

Enderal: Shards of Order is quite obviously a direct sequel as it makes several references to what I assume happens in Nehrim. My first impression of the mod was largely impressed with how incredibly easy it was to install. Not only did it come with its own executable but it had its own mod launcher which I immediately used to apply some of my favourite quality of life mods. Course, this turned into a typical Bethesda modding experience very quickly: spend two days trying to get it to work then not touch it for a week due to life, work and just needing a break from getting all the fiddly bits to cooperate. However, if you’re just hoping to hop into Enderal without any third party (fourth party?) additions, then what SureAI releases is a god send. The executable also packages up your old Skyrim folder so that, when you’re finished with Enderal, you can uninstall it and enjoy all your other mods you have for the main game.

And if Enderal is anywhere close to Nehrim, I can see how the other game got so much praise. There’s a great attention to detail and clearly a lot of work put into the mod. It’s a pretty near revision of the entire scope of Skyrim. The map, characters, races, magic, levelling system, crafting systems, narrative, menus, armour and combat are all pretty much new. If you’ve plunked five hundred or so hours in the original game, it’s really refreshing to jump into something entirely new. You’re basically getting a new game without having to buy one!

And there’s a lot that Enderal does that’s really good. The story is the biggest improvement and definitely why you’d download the massive conversion. Bethesda’s stories are… workable at best. But Enderal is heavily informed by its narrative. It’s a reminder of the old top-down role-playing games of the late nineties and early two thousands like Baldur’s Gate. In it, you play a character touched by… fate I guess and this gives you access to magic and memories that aren’t your own. Thus, you level through unlocking abilities corresponding to different archetypes. Course, these are your stock warrior, thief and mage but you’re free to pick and choose to discover cute combinations of abilities. Me being me, I was leaning heavily on the mage tree but was starting to make a stealthy mage build that leaned on turning invisible and killing things before they found me. If an enemy didn’t die to my initial backstab, I fell back on otherworldly summons and ghostly bows while keeping away from any retaliation.

As such, I don’t really know how well the warrior and most the thief reworks function but it was certainly a different experience than playing a mage in Skyrim where I could summon demons to do most the fighting for me while I stood back and tossed the odd fireball or stabbing for a short paralysis enchantment with my craft dagger. Enderal definitely had a different vision for its world and how magic and all the underlying systems wove into it. Your progression isn’t tied to your levels and fantastical elements were, on the whole, largely subdued. You aren’t crafting demon armour and becoming godly powerful after about eight hours into the game.

Accessed from https://staticdelivery.nexusmods.com/mods/110/images/78683-0-1473655637.jpg

The art is just beautiful in the game.

Course, a large part of that is changing how the player levels their character. Enderal relies on classic methods of character progression. You earn experience through the completion of quests and after a certain threshold is reached, you’ll receive your next level which grants new perks and an increase to your health, stamina or magic. Skyrim, on the other hand, levels your skills through use. Which leads to the obvious abuse of people doing mindless actions over and over again to pump their abilities as quickly as possible instead of staggering it throughout the entire journey.

And this bleeds into my issues with Enderal. Don’t get me wrong, I love it and think its marvellous. But it’s just not Skyrim. And there’s just something about being in a world created from Skyrim assets with a camera mode suited for Skyrim gameplay and exploration but being stuck in a different kind of game’s mechanical system.

I will readily agree that Bethesda’s games have significant design issues. But part of those arise from its design philosophy. I don’t feel that Bethesda is striving to make good role-playing games. Which is good because they typically don’t. Instead, they create these weird simulation/rpg hybrid experiences. The fun of Oblivion and Skyrim isn’t going through a high fantasy story of good and evil that concludes with the slaying of a god (though that’s ostensibly what Bethesda creates). No, the enjoyment comes from the hunting of an elk across a blistering cold field, felling and skinning it then returning to the nearby village to sell the furs to afford a warm room at the end of the night. It’s learning of some forgotten ruin by a tavern patron and poking through spider filled tunnels for long lost treasures that you immediately sell to afford a modest house in the trade district.

It’s all about the stories you make within the game world with Bethesda’s “crafted” experiences serving simply as window dressing or framing to contextualize the personal journey you take. Which is why I’m so adamant about modding my Bethesda experience to get exactly what I want from the game.

And the whole time I’m playing through Enderal, with its carefully crafted quests and interwoven story, I keep thinking “This isn’t what I want.” At least, it’s not what I want in the format that I’m being presented. There’s this weird disconnect where the systems are at odd with the core presentation. I kept searching Enderal for side villages and little personal stories to craft for myself. But they don’t exist. Sure, there are hidden collectables that reward going off the beaten path but I was more apt to stumble into mobs of enemies well beyond my current capabilities (necessitating that I toss my poor spirit pooch at them as a I sprint madly past) or I came across areas strictly sealed off because I hadn’t progressed through the game far enough to unlock them.

I kept having the fantasy world simulation broken by the necessity for telling me the fantasy story.

Had Enderal been presented in any other fashion – say even in a third person, top-down perspective – I’d be entirely behind it. But more than anything, I kept thinking how it wasn’t Skyrim. It wasn’t allowing me to play some dastardly thief merchant who stole from the one town that had slighted him in order to peddle the villagers belongings a few holdings over leaving them with nothing. There’s simply no room for that in Enderal. It addresses all the complaints people level against Skyrim but in doing so it completely guts the spirit of Skyrim.

It is an entirely different experience.

So I was torn and it’s part of the reason that I’ve abandoned it. It’s good. It’s really good. And I did enjoy the characters and the narrative that they offered. But instead of it making me think “Yes! This is what Bethesda should have done all along!” it made me appreciate more what Bethesda had accomplished. I came to like the flawed systems of Skyrim more while playing Enderal. I liked knowing that areas wouldn’t become too easy to the point of trivialised simply because I hadn’t explored them early enough in my wandering before I progressed past the point of their design. I liked that there was a better contextualisation of levelling up in Skyrim due to practicing and perfecting a skill rather than just magically knowing how to wear heavy armour better because I delivered a letter to a grieving mother detailing the final moments of her missing son.

And as I was playing through Enderal and getting a better grasp of its system, I kept thinking of different character builds I’d like to try that I know I never will. Because anytime I think of restarting the game I remember the lengthy intro sequence and I realize I’d have to go through all those early game zones that are unchanging and with no opportunity to strike out in a new direction. It would be the exact same experience except I could kill the enemies in a slightly different manner.

For the gameplay systems of Enderal to really work, I feel you have to use the traditional presentation systems that it mimics. You need a simple perspective that allows greater content creation and deemphasizes the personal element because those old systems are so impersonal.

Now, I’ll probably try and get through Enderal because its quests and world are so well crafted that I genuinely want to see how a lot of it concludes. I just need to divorce myself from its presentation and remind myself that, while it walks and talks like Skyrim, it is anything but Skyrim.

I’m not sure things will fare as well for Long War 2.

Accessed from http://www.pavonisinteractive.com/360pxPavonisLogoCirclefinalBold.png

Pavonis Interactive likewise own their stuff and Firaxis the rest.

I am definitely one of those players that cranks the difficulty up on most games then downloads mods to make things ever harder. Long War for Xcom: Enemy Unknown was so well received that I was excited to hear the same people (Pavonis Interactive) were going to do a second for Xcom 2. The only reason that I didn’t play Long War was that I was so incredibly tired of playing the same maps over again in the original reboot. Even after the handful of additional maps added in the expansion couldn’t entice me back for yet another run through the same damn bar or train station. Since Xcom 2 had procedural generated levels (sort of), this wasn’t going to be an issue.

And for awhile I really digged the changes that Pavonis introduced. I found their classes quite interesting and was amazed at how much changing up the core classes really freshens up gameplay. Not only that, but all of the Long War 2 classes had three options of perks to choose whenever a soldier levelled so there were even more combinations to consider. I liked their idea of liberating regions and infiltration as it really emphasized the guerrilla warfare theme that was hardly utilized in the original’s release.

It was difficult too. I had to turn down the difficulty for the mod, though I refused to budge off Veteran (even while it was kicking my ass as I learned the systems). It was fun, refreshing and exciting. I was entirely behind the release and could really see why I had such widespread appeal.

And then I cross the twenty hour benchmark and realized that I had made so little progress.

Long War 2 really demonstrates the adage “There is beauty in simplicity.” To be fair, my forthcoming complaint is readily warned in the mod’s name. It truly is a long war. It’s far longer than I can possibly devote to it. I don’t have endless hours in the day and sometimes I may only have an hour or two a night to play. It’s thus incredibly frustrating to get so little progress done in that time. Even more frustrating that there are many missions in Long War 2 that will take over three or four hours to complete on their own!

In order to diminish the “issue” of the godlike alpha squad in Xcom – a group of four soldiers so powerful that they complete all battles for you in the end game – Long War introduced many changes that would ensure you had a high rotating roster in your barracks. Now, I know I read that part of my difficulty was that I also included several map pack mods that increased variability and Long War 2 was most certainly not designed to accommodate them. But when you have a squad of ten soldiers routinely facing off against maps of 50 or more aliens, the game stops being fun and strategic and turns into a massive grind.

Some people may like that. I do not. And it’s not like Xcom is a short game either. When I dropped Long War 2 and went back to grind some achievements, it still took up to two weeks in order to finish a single campaign on normal. I don’t know if I could do a Long War 2 campaign to completion (at least a completion that wasn’t a loss) in six months – of my actual, real life.

Accessed from http://www.pavonisinteractive.com/LongWar2b.jpg

Goodness did Pavonis return the terror of Chryssalids though.

That’s a level of commitment I’m simply unprepared for at this stage in my life. Which is unfortunate since some of their improvements like the adjustment to enemy AI are truly wonderful.

There were other complaints I had for the mod but they pale in comparison. Now, I recognize I was playing Long War 2 during one of its earlier iterations. I’m passingly aware that they have released a new version – ostensibly to remove the fact that a two party infiltration team was pretty much the best way to approach most missions – but am unlikely to return. From my understanding, the massive time commitment is an intended portion of Long War 2. And Firaxis have announced an expansion for Xcom 2 that appears to have some of the better ideas from the mod team incorporated into it.

Which isn’t to say that I wouldn’t want Long War 2 to exist. In fact, I think their mod makes Xcom 2 better. Partly, it allows me to appreciate what the original developers did but overall it creates a more impressive form of communication between creators and fans. It allows a sharing of ideas that really can’t happen in any other way. The original works inspire a new generation which can then turn around and influence those that came before them. It’s rather remarkable and probably one of the best things to come from this type of open system.

So while Enderal and Long War 2 aren’t really for me, I’m happy that I had them.

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New Year Old Ways

What a year 2016 has been. It’s really hard to condense that time period down to just a few sentences. But perhaps upheaval is the closest word we can get. Well, it’s 2017 now and it’s time to start off the year – and the blog – on a fresh page.

Or is it? I mean, we’re already posting late but this was also a holiday season that had left all three of us profoundly busy. So we have a bit of a “two steps forward, one step back” situation. As such, today’s post isn’t truly going to be about a fresh start or any of that. Instead, we’ll do what most people are doing at the beginning of a new calendar year.

And that’s looking back at what we’ve covered.

Before the holiday break, I’d posted my Game of the Year. If you hadn’t seen it already… well… spoilers but I gave it to Stardew Valley. It was and continues to be my game of the year even if I spent most of my time sounding off a little harshly over its shortcomings. However, it was also the game that truly opened up my sister to the wonders of the medium and that alone I think is noteworthy.

But there were other notable releases and I want to spend the next couple of weeks discussing them. Partly because I have nothing of other substance to post. But largely 2016 had more than a few releases worthy of discussion and I’d rather they didn’t fade from the spotlight as we sweep out the dust of our recent past.

So let’s talk about Xcom 2.

Xcom 2 and all associated images belongs to Firaxis and 2k Games.

Xcom 2 is a sequel to Firaxis’ Xcom: Enemy Unknown released in 2012. It’s not to be confused with X-Com: UFO Defence developed by Mythos Games and MicroProse and released in 1994. You see, one has a dash in it and that makes it all the better.

I’ve never actually played the original X-Com series. I heard it was well loved. I understood that it was a cult classic. And I recall the vitriol generated when the rights were bought by 2k Games and the company announced they were rebooting the franchise as a first person shooter.

Well, thank all the earth’s deities that there was righteous Internet indignation since this brought to 2K Games’ attention that people actually like turned based strategy titles. For, they did release their rebooted Xcom shooter game to many a middling review and poor sales. But as an attempt to appease the riotous online community, they threw a few of their Civilization developers on making a cute little throwback to these crying adults’ childhood and released the critically and commercial acclaimed Enemy Unknown. Then, suddenly euphoric over praise and success, Firaxis and 2k Games followed up with the even more engrossing Enemy Within expansion pack in a world that was obsessed with nickle and dime DLC releases.

And though there continued to be diehard naysayers still clutching to their sprite 2D graphic pearls and bemoaning the decay of proper civilization, most people truly enjoyed this re-envisioning and revitalization of the series. I was amongst these new fans and put in far more hours than I dare admit. Even more impressive, a bunch of hobbyists got together and cobbled a masterstroke in amateur modding to release the Long War overhaul that added an even greater strategic and complexity layer to the game that people are still playing it even now.

There have already been several DLC releases for Xcom 2 much like there were for Xcom: Enemy Unknown. Just like the Slingshot DLC, these are largely unnecessary. The additional customization and missions are nice but there’s nothing really added by them that couldn’t be supplemented by mods. Hopefully a future expansion pack will really put a spin on the game to compete with the free modifications from the community.

Xcom: Enemy Unknown was essentially everything that’s great and wonderful about PC gaming coming together in a pitch perfect melody. The only sour note to the whole experience was a fairly clunky and unresponsive UI hampered by the fact the game was initially designed for a cross-platform release. And while this shouldn’t mean that design decisions are scaled more to console performance and navigation – it always means that the PC version is hampered by the weaker platform’s limitations. For one of the greatest victims in Firaxis’ revitalization and cross-platform development was procedural generated levels.

You see, Xcom is a game all about chance.

It’s part of the beauty and the frustration of the game. Anytime one of your soldiers takes aim at an enemy xeno-soldier, the game informs you of the percentage chance of your shot connecting. It’s easy to read into the numbers as a short hand for “hit” or “miss” but the game does a very good job of brutally reminding players how chance actually works. You will miss three 95% shots in a row. The enemy will achieve critical strikes on 30% shots. Your best laid plans will fail. Your soldiers will die. You learn that the strategy is all about minimizing loss and maximizing the chances in your favour. Then, above all, you learn how to deal with the inevitable setbacks.

To drive home this large element of the “unknown,” much of the game revolved around randomized elements. Your mission location and objective were random. The enemies and where they would spawn are random. Even the location of Meld canisters – essentially timed treasure chests – were random. The only thing that wasn’t was the map itself. So after one playthrough of the game, I personally found Xcom to get a little bit repetitive. You start to learn where aliens are likely to spawn. You know, despite the random starting position, the location you should move your squad and the important ground to capture in the early part of the mission. While this sort of repetition leads to mastery, it also detracted from that razor edge the game balanced upon in all of its other aspects.

Thus, when Xcom 2 was announced as a PC only release, I was ecstatic. When they stated that it was going to have procedural generated levels, I knew I was going to buy it on its first day of release. That the developers made the game even more fine-tuned and interesting beyond having newly created maps for each mission is just an incredible bonus.

Really, I couldn’t possibly gush about Xcom 2 more. It just hit every possible right note. Firaxis honed in on what made the first so entertaining and gripping and they simply pumped more of that out. There’s a staggering amount of customization available for your soldiers. Being able to fine tune their appearance really does improve the connection you have for the fumbling digital representation of your friends, family and favourite celebrities. Their failures are made even more pronounced when it’s your best friend that ends up vaporized by a towering Sectopod’s ion cannon. The survival of your aunt through every difficult mission truly earns her a special place in your heart. And, the ability to save your creations into a character pool so you don’t have to recreate your entire entourage with every disastrous mission that ends your campaign is a life saver.

Then, of course, there is the rebalancing of classes from the original game. While Firaxis has been tweaking the numbers since release, the number of customization options for levelling your soldiers was significantly improved. In Enemy Unknown, if I had a soldier of a specific class, I almost always took the same perks each time they levelled. But in Xcom 2, I found I’d often specialize me troops depending on different builds. I wanted both a medic specialist and a hacker specialist, often substituting them out in missions based on whether I expected to run into terminals or enemies that required hacking or not.

And, of course, there were the gameplay tweaks themselves that really changed the tone of the game. Meld was dropped for timed enemy loot. New missions were introduced to put your soldiers under the timer to force you into even harder choices and compromising positions instead of rely on the slow “crawl and overwatch” strategy that dominated the first. The new stealth mechanic was also interesting in that it gave some measure of control back to the player, allowing them to negotiate where and when the initial conflicts would occur.

Finally, as the candied cherry on top, Firaxis actually implemented a very accommodating mod system. While I mentioned the expansive Long War mod earlier for Xcom: Enemy Unknown, the truly impressive feature of that collaboration was in the designers creating such a large overhaul of the game without any real access to its tools. I don’t know how they worked their digital magic but I can only assume it was time consuming. Xcom 2 wholeheartedly embraced its enthusiastic audience and opened up the design tools so almost anyone could create and publish their own modifications all supported by Steam Workshop.

And I’m so glad they did. Not only did I eagerly snatch up the Long War Studio’s releases (and am really curious to see how they manage to apply their experience with the original mod in their new game) but there was a long list of tweaks, additions and changes that I gleefully installed for multiple playthroughs. New enemy soldiers, new tile blocks and maps and even new mission types are yours for the experiencing. Not to mention additional weapons and customization options if you wanted to really get a diverse group of soldiers battling together to save the world for tyranny. There’s so much up on offer that the only downside is I have no clue what Firaxis will pull out for an expansion – if they even feel the need to release one.

Even the writing is pretty good. Which is surprising because a) it’s a video game and b) there’s such a large reliance on procedural content. Firaxis, however, manages to use Xcom 2’s narrative to both justify gameplay elements as well as communicate theme. They really wanted a sort of guerrilla war feel where humanity was against the ropes and fighting back against an oppressive regime using any means necessary. Granted, it slides into cliched sci-fi tropes but they are able to make decent use of the writing to frame the greater elements of the game into a decent enough support to see the player to the final mission. I’m not certain why, and maybe this was due to playing the Xcom Boardgame prior to Xcom 2’s release, but I felt the game elements were just barely submerged beneath the surface this time. I remember hearing in interviews that Firaxis designs their game elements in a prototype boardgame before pushing them into the digital work and I could see where a lot of that was generated. The progression through the technology tree and balancing the avatar progress doomclock were quite reminiscent of other games I have played. If I had one major criticism of the writing (and I almost always have more than one) it’s that I felt the company really missed on extracting even more thematic elements from their gameplay to really drive home the tone. I’d have liked to see just how far Xcom would go to see the alien threat expelled as well as a greater balancing of the alien’s influence on earth. I mean, the technological and social development of the world would be (and was) massively thrown out of alignment due to an alien invasion but little was actually spent addressing these ramifications other than loosely lampshading the prior game’s narrative (which was humorously but effectively explained as a simulation) and given generic motivation for the player to kill the enemy.

However, drawing some moral element to the struggle would have made it a lot better. The aliens did introduce a number of positive changes to society. Advanced medical procedures and world peace are hardly things to be blindly dismissed and I thought Dr. Tygan could have presented a more nuanced perspective given his background as a renounced Advent scientist.

Course, with the soldier customization, I can write all the little background snippets I want to add a morally grey element to the Xcom resistance.

Really, in any other year, Xcom 2 would have been my Game of the Year. It’s such a strong game and really a perfect example of a sequel done right. Not only is it a refinement – gameplay wise – of its predecessor but it also explores its world, mechanics and narrative in a wholly unexpected and interesting direction. It was a bold move by Firaxis to set the sequel as a follow-up to a failed defence of the first game and helps to establish it as separate from the original series too.

All in all, Xcom 2 is a great hit and one I expect to be playing years from now even as other titles released in 2016 fade from play and memory.