Archive for the 'Shooter' Category


Icebreaker: An excuse to talk about Icehouse

Something must be said about the game’s origins, about Andrew Looney and his obsession with pyramids. This is all well-documented elsewhere on the web — that is, after all, how I came to know everything I’m about to say — so I’ll be brief.

It started with a self-published novella called The Empty Citythe full text is now available online, if you’re curious. In this story, Looney described a tabletop game called Icehouse, and the ethos of cool that had developed around it. Icehouse, as described in the story, was a peculiar thing: a board game without a board, a strategy game without turns. If you saw an opportunity in the way the pyramids were arranged, you grabbed it before someone blocked it. Understandably curious about whether such a system could be made to work in real life, Looney decided to develop the in-fiction descriptions into a game that people could actually play. And thus began his career as a game designer.

But not, it must be said, a videogame designer. Icebreaker was and remains his only credit on Mobygames. He mostly does card games — his best-known work is probably Fluxx, a game where the basic conceit is that the cards you play change the rules (albeit only in specific ways, like how many cards you draw at the beginning of each turn and which combination of cards you need to win). I’ve played much of the Looney Laboratories catalog, but I have to admit that his games generally aren’t what I want from a game — too much alea, not enough agon. Usually the winning move comes as a surprise, which means there’s no opportunity to strategize against it. But tastes differ. Some prefer the beer-and-pretzels school of design, and I’ve noticed in particular that the people who like Fluxx the most are people who don’t usually like games. Anyway, Icehouse doesn’t fit this pattern at all. I find it almost unbearably stressful to play. Perhaps this is part of why people who bought Icehouse sets immediately started inventing other games to play with the pyramids — although aesthetic appeal of those pyramids also played a role, of course. If there’s one thing that the original Icehouse has going for it, it’s that every session results in a unique tableau that looks like the skyline of a Martian city.

Knowing all this, Icebreaker feels a bit like a game from an alternate universe where Andrew Looney’s life went differently. But my first exposure to the game came years before I had any other knowledge of the man or his works: I saw it reviewed in a gaming magazine or two on its initial release, where it was praised as new and different, but apparently not considered important enough to merit anything more than a few sentences in a sidebar. I remember seeing the comment in Electronic Gaming Monthly expressing confusion over the fact that you’re a pyramid blasting other pyramids, and thinking what a weird thing that was to find confusing. I mean, there are plenty of games where you’re a spaceship blasting other spaceships, right? It’s true that pyramids in real life don’t usually come equipped with blasters, but then, neither do real spacecraft. (Come to think of it, the ships in Spacewar are about the same shape as Icehouse pieces. Perhaps they were really pyramids all along!) But I suppose the confusion is more understandable given the blurb in the manual:

Icebreaker is about destroying pyramids. Pyramids are bad. They are evil and nasty. You’re outnumbered and alone. All you’ve got are our wits and cunning… Oh yeah. And a real big plasma blaster.

That’s as much story as you get in this game — yet another way it resembles the coin-op games of yore.

Some time after this, I learned of Icehouse and became intrigued enough to try it. When realized that Icebreaker was by the same person, I naturally wanted to try that too. And so, when I found a bin full of original Icebreaker boxes at a computer show, selling for cheap, I snatched one up. I really should have snatched up more than one, for distribution to the Interactive Fiction community, because the disc contains, as an easter egg, a text-based adaptation of the game by none other than Andrew “Zarf” Plotkin, author of such works as So Far, Shade, and Spider & Web, and a personal friend of Looney. It’s not much of a game — more of a joke, really — but it’s a text adventure, by a prominent author no less, published on CD-ROM and sold in stores, and that makes it a rarity. Really, I think more games should ship with text adventures as bonus items, and there are people who agree with me and are willing to make it happen. I suppose the biggest obstacle is getting approval: games are big business these days, and big business doesn’t like content that hasn’t been vetted by legal.

It’s a little eerie how I was led toward this obscure title by three different channels — computer game magazines, tabletop gaming, and IF. Or was it only two? I don’t remember where I first learned of Icehouse; it could have been from the IF community.

Icebreaker: Basic Gameplay

So, what sort of game is Icebreaker? One that doesn’t really fit into a genre category narrower than “action”. People have stretched this as far as “strategy/action” and “puzzle/action”, which I suppose is necessary to distinguish it from mindless action, but neither description really fits — the level of thought is more tactical than strategic, and the only reason anyone would describe it as a puzzle game is that they classify anything sufficiently abstract that way. If you ask me, the genre it has the most in common with is classic arcade games, things like Space Invaders, Pac-Man, and Breakout: games with simple controls and world models, where the player is always bent on the same goal. That goal being, of course, to destroy everything. To clear the screen, by shooting, eating, or bouncing things off of everything, until there’s nothing left.

The things you destroy in Icebreaker are pyramids. Steeply acute ones. 1This could mean either “ones that are acute in a steep way” or “ones that are acute and resemble steeples”. Either description fits. The main playfield is an isometric grid of regularly-spaced pyramids, the “seekers” that chase you through this grid like Robotrons are animated pyramids, even the player’s avatar is a pyramid on its side. This is basically “programmer art” that stuck — the author’s website describes how the entire game started out as a programming exercise that took on a life of its own. Now, how do you destroy the pyramids? Do you shoot them, or eat them, or bounce things off them? A little of each, it turns out — at least, if I can extend “eat” to mean “collide your avatar with” and “bounce things off of” to cover any sort of induced collision with objects not under your direct control. There are three basic colors of stationary pyramid: red, green, and blue. Red pyramids are deadly to the touch, but can be destroyed by a blast from your cannon. Blue pyramids are cannon-resistant, but shatter when you ram them. Green pyramids you can’t destroy at all yourself, but crumble on contact with a seeker. It’s really the green pyramids that save the game from being trivial. When people call it a “strategy/action” or “puzzle/action” game, they’re mainly thinking about the need to lead the enemies to specific places instead of just shooting them.

There are further complications as you go along: you get obstacles like walls and pits, terrain like slippery ice, smarter enemies (the basic ones are prone to getting stuck), and new colors of stationary pyramid with different properties — purple pyramids that turn into pits when shot, stone pyramids that have to be shot ten times, rainbow pyramids that pick a color at random when rammed or shot. But the three basic pyramid types have a special relationship that these advanced types do not: they occasionally change color, cycling from red to blue to green to red. (This ordering is important, because it prevents blue pyramids from turning into deadly red while you’re charging at them.) The changing colors keep the action from being too predictable, even on boards that start out very regular, and also serve to upset equilibrium. Blue pyramids that are hard to reach eventually become shootable; a seeker stuck behind pyramid need only wait for it to become green to get through it.

Aside from the tutorial, there are 150 levels. A big level grid shows you which ones you’ve completed, and at which difficulty. There’s no unlocking of levels — you can access them all from the very beginning. However, the “next level” button on the victory screen makes it slightly easier to play them in order than to not play them in order, so that’s what I’m doing.

References
1 This could mean either “ones that are acute in a steep way” or “ones that are acute and resemble steeples”. Either description fits.

Icebreaker: Getting Started

1995 was an epochal year for the PC: with the release of Windows 95, we suddenly had 32-bit addressing, true preemptive multitasking, and, most importantly for gaming, genuine hope for hardware-independent code in an increasingly unwieldy world of semi-compatibility. The installers for DOS games of the time presented to the user long lists of all the graphics, sound, and input devices they supported, and asked the user to select IRQ settings and other such arcana. 3D graphics accelerators were still a speck on the horizon, but the age of the CD-ROM multimedia extravaganza was here, and with it, long-since-forgotten extravagances like MPEG decoder cards. The new Windows Games SDK promised to simplify things by putting a layer of indirection between the software and the hardware — an indirection layer that, in a tremendous feat of denial and marketing spin, was dubbed “DirectX”. But none of this happened immediately, and PC game developers continued to primarily target DOS for a while. After all, not everyone had Windows 95 yet, and why limit your potential audience? Besides, Windows was reputedly inferior as a gaming platform — Windows 3.1 functioned as an abstraction layer too, but tended towards lowest common functionality.

So why, in 1995 of all times, would anyone release games for Windows 3.1? It seems like the worst of both worlds: limited adoption and lagging behind the cutting edge. But apparently it was a convenient platform to port things to — Myst, for example, never saw a DOS port, presumably because Windows 3.1 was a better fit to the original Macintosh code. Today’s selection, Icebreaker, was originally written for the 3DO, and, if I understand correctly, ported to both Windows and Mac simultaneously by a third party.

Installing Icebreaker on a modern system is a bit of an adventure. I’ve run it on a win32 system before, and I know from experience that it has overzealous copy protection that demands that you insert the CD even when you already did. The game’s author, Andrew Looney, has gone on record encouraging the use of a no-CD crack. Possibly related to this, I have never managed to get the game to play its intro, outro, or between-levels movies. But that’s not such a big deal: they’re not an essential part of the experience, and besides, they’re all stored as ordinary AVI files, watchable from the desktop.

A more serious obstacle is the palette requirement. Icebreaker will only run if Windows is set to 256 colors, neither more nor less. Windows apps in those days didn’t know how to change the color depth on their own — this is one of the many reasons why DOS was considered a superior gaming platform. The problem is, my current system doesn’t do 256 colors. 32-bit color it can handle without problems, but 8-bit, once the mainstay of VGA, isn’t even an option. It’s true that I’ve run other 256-color games lately, and even 16-color games, but only through an additional indirection layer — specifically, DOSBox. DOSBox is certainly capable of emulating 256-color mode on a more capable display, but unfortunately, it only runs DOS apps, not Windows 3.1 apps.

I was about ready to give up and pick a different game, when I realized that Windows 3.1 itself is a DOS app, and can be run inside DOSBox.

Thus began the second round of installation fun: locating Windows 3.1 device drivers that behave correctly under DOSBox. None of the built-in graphics drivers supported 640x480x256, but I managed to find something that worked just as well, given a little help from Vogons. It took me a few tries to find a Soundblaster driver that actually produced sound. But now, I have a convoluted-but-functional Windows 3.1 gaming system that, as an added bonus, works on my Macbook, which I really wasn’t expecting when I got started.

Tomorrow, I suppose I’ll try to describe the actual game.

[ADDENDUM] Looks like I could have just installed it under XP and checked the “Run in 256 colors” setting in the “Compatibility” tab in the shortcut properties. But that wouldn’t have helped me play it on the Macbook.

TF2: More Things

I think I really have to declare TF2 to be off the stack by now, if only because I haven’t been posting about it. Completion was a difficult concept with this one from the beginning anyway. Also, I have an unofficial policy that work-related gaming doesn’t count, and arguably TF2 as I’ve been playing it fits that description. At one point, when discussing the day’s tasks with a manager, he explicitly included TF2 in the schedule. It isn’t mandatory, I objected. He replied that it kind of was: for the sake of morale, we have to take advantage of the lulls in an otherwise frenzied schedule. And, due to my machine’s illness, I’m still not playing it at home at all.

And anyway, I really have met my initial goal of playing every class for a substantial period of time. The one that I took to last was the Engineer, whose main means of attack consists of building an automated sentry gun and then sitting back and waiting. I had found it very difficult to do anything useful as an Engineer on the King of the Hill maps: sentry guns don’t last long when all the action is concentrated in one place. But we’ve been doing some Capture-the-Flag maps lately, and those are positively ideal for the Engineer. In CTF, the general pattern seems to be a raging battle somewhere in the middle of the map, with an occasional solitary player (usually a Scout) slipping through the cracks and penetrating the base where the Intelligence 1In TF2 CTF mode, the “flag” is a briefcase full of important documents. is kept. So there’s a place where enemies will inevitably eventually show up, and when they do, they’ll most likely be alone.

I’ve managed to get First Milestone with only one class since my last post: the Spy. It happened quite unexpectedly, when there was only one other person on the server, which makes some of the Spy’s Achievements a great deal easier. The one that pushed me over was the one you get for killing the player you’re disguised as. Well, when there’s only one other player to be disguised as, that’s not hard. I have some misgivings about this — I’ve been adamant about getting my Achievements honestly over the course of normal play, and we were just messing around at the time, not actually playing the game per se. But “messing around” is playing, no?

Anyway, I’m mainly playing Scout lately, because that’s where I’m lagging behind in Achievements. There are a couple of Achievements that you basically just get for playing a Scout for a long period of time, but most of the Scout Achievements depend on playing well, and the Scout actually requires skill to play well. Its chief strength is being able to move fast and dodge fire, which doesn’t happen automatically. (This is the opposite of the Heavy, which basically can’t dodge anything but also has less need to dodge anything.) I’ll say one thing for it, though: after you’ve played as Scout for a while, all the other classes seem unbearably sluggish. In fact, pretty much all of the classes have specific virtues that the player can acclimate to, and then miss when switching to another class; I get the impression that a lot of people just play one class exclusively as a result.

Let’s talk about the Team Fortress 2 scoring system for a moment, if only because I had a couple of paragraphs typed up already. (I was intending another “Five Things” post.) TF2 has a scoring system. (In fact, in a sense, it has two. See below.) This was not obvious to me when I first started playing, because the score is irrelevant to winning and losing. You get to see the individual players ranked by score at the end of a match, and the players on the winning team tend to have more points than the players on the losing team, but that’s because the things that get you points tend to be the sort of things that help you win, not because there’s a direct cause/effect relationship. (I can imagine a game mode in which the winning team is simply the one that scores the most points total, but if such a mode exists, I’ve never seen it.) Obviously you get points for kills, but if that were it, it would be unfortunate for the Medic. You get half a point for assisting a kill, which usually means doing damage before the killing blow is struck. Medics get credit for kill assists just by healing the person actually doing the killing. That’s a pretty good bit of design: it gives the medics a way to get points that requires them to be involved in the battle like everyone else, rather than hanging out where it’s safe and waiting for people to come to them. Some other classes also get points for being played the way the designers want them to be played when it’s difficult to do so: Spies score extra for backstabs, Snipers for headshots. Getting a Revenge kill — that is, killing someone who’s killed you three or more times — is worth a point. Working directly towards your mission objectives is worth points: capturing a control point is worth two, defending one by killing an enemy in the process of capturing it is worth one, etc. It’s all rather complicated, which is why it’s fortunate that you never actually have to think about it.

In addition to the in-game score system, there’s a fairly popular server mod called HLstatsX that tracks your lifetime performance on the server where it’s installed. It was recently installed on the server we use in our office sessions, which, since I’m still having problems with my home box, is the only place I’ve been playing lately. You can see my stats here. It tracks many things, but the one thing it makes you aware of during the game (via in-game messages) is its own point system, which persists from session to session. HLstatsX points are usually awarded for the same things as TF2 points, but in different quantities. In particular, kills yield a number of points determined by the ratio of the the killer’s and victim’s point totals; killing someone who has more points than you gives you more points than killing someone who has fewer points. At the same time, the victim loses half as many points as the killer gained. It seems like the intent here is to make the points system into something like the ranking systems used in Chess and Go, but those systems are designed to make the ranking depend solely on the player’s skill, whereas in HLstatsX, it’s not. Because the victim loses only half the points gained, killing isn’t zero-sum; each kill increases the average score. As do the points from other sources. So the number of points you have is only partly a measure of your skill; mostly it’s a measure of how much time you’ve spent playing. (When someone captures a control point, their entire team gets two points each. So it’s possible to get points just by sitting in your base and waiting.) Thus we see the variable score for killing as mainly a way to let newer players catch up to everyone else faster.

Anyway, looking at my experience of the game so far, I find that in the heat of battle, when the mind is focused on pursuing a goal, it’s easy to forget to notice the game’s absurdity. Every once in a while we try a new map, and sometimes that’s enough to bring the absurd back to my attention — many of the maps are based around rustic or decrepit exteriors as a facade over secret bases, where you can see gleaming boardrooms and computer banks just out of reach (and of course the secret bases of the two enemies are usually separated by just a few dozen yards) — but sometimes it actually takes me a while for this to penetrate my consciousness, which is otherwise occupied with trying to figure out the lay of the land. But I suppose that it all affects the experience of the thing even if you’re not paying attention to it, as architecture always does. (Are there people with training in architecture working in level design? It seems like a relevant skill.) And besides, the developers have made it clear in commentary and interviews that they, too, put the gameplay first and the absurdity second — that, in fact, the absurdity was developed as a way of enhancing gameplay. The bases are unrealistically close together because that makes for a better game, and once they do that, they might as well play it for laughs rather than make excuses for it. The broad caricature in the character design was adopted to make it easier to recognize different classes from a distance. Rocket-jumping was inherited from Quake 2In a sense, even Doom had rocket-jumping. You couldn’t use it to jump upward, because you couldn’t aim downward, but there was at least one map where the only way to get across a pit was to fire a rocket point-blank into a wall, propelling yourself horizontally fast enough to clear it. , where it was an unintended consequence of the physics model, and didn’t really fit the fiction; in TF2, it comes off as not just unrealistic but downright cartoony, which makes it fit in perfectly. I was recently shown a Youtube video of a Demoman using explosions to launch himself long distances like a missile. There are similar videos for other games — Halo alone seems to have dozens of “Warthog Launch” videos, where players try to get a vehicle up on top of an unnavigable cliff by detonating a piles of grenades under it — but this is the first time it’s seemed like a legitimate part of the game, and a viable tactic.

References
1 In TF2 CTF mode, the “flag” is a briefcase full of important documents.
2 In a sense, even Doom had rocket-jumping. You couldn’t use it to jump upward, because you couldn’t aim downward, but there was at least one map where the only way to get across a pit was to fire a rocket point-blank into a wall, propelling yourself horizontally fast enough to clear it.

TF2: Five Things

A full workweek of lunchtime TF2 (and one evening session), and no post! I really have been remiss. To make up for five missed days, here’s five paragraphs on unrelated topics that summarize my week.

I’ve achieved First Milestone with the Heavy class. I had been hovering at 9 Achievements of the required 10 for a while; the one that finally put me over was for killing five enemies in a row without spinning down my minigun. See, the Heavy’s gun takes a moment to spin up before it starts firing — it’s a manifestation of the class’s slow-but-powerful theme. What’s not obvious at first is that you can keep it spinning without firing by holding down the right mouse button. While in this mode, you can start firing instantly, but at the cost of moving even more slowly than the Heavy does normally. The notable thing about this Achievement is that it’s essentially a tutorial: it draws the player’s attention to the possibility of not spinning down, and encourages one to give it a try. By the time you’ve got the Achievement, you’ve got a good handle on why, and when, keeping your gun spun up is a good idea. There are other Achievements like this, such as the Scout’s Achievement for executing 1000 double jumps, or the Spy’s Achievements for backstabbing an Engineer and sapping his buildings (in both orders), or the various ones for killing opponents with Taunt moves.

I’m getting the hang of playing as a Demoman. As with the Medic, it’s all about the secondary weapon — the stickybombs, which can be strewn about and then detonated on your signal. At work we mostly play King of the Hill maps, which makes a Demoman partcularly powerful: there’s just one important spot, and if it’s covered in your stickies, it’s very difficult for the enemy to take control of it. An enemy facing a bestickied hill basically has two options. First, they can send one guy on a suicide mission to make you detonate your bombs, then rush it with the rest of the team to capture it before you can set up them the bomb again. This involves more coordination than most ad-hoc teams are capable of. Alternately, they can just send someone to kill you before you can detonate your bombs. There are maps where there are battlements overlooking the control point that are hard to reach from the enemy’s side — ideal for Snipers, but also, I’m realizing, for Demomen, provided they can lob the stickies to where they’re needed. Even so, given the significance of the Demoman in keeping enemies off the point, and the general difficulty of killing people at close quarters with Demoman weapons, it seems like it would be a good idea for the Demoman’s teammates to station someone more melee-capable (a Pyro, say) on the route to the battlements to protect him. Either way, there’s an opportunity here for chess-like gambits involving multiple players, but ones that the gameplay (including the Achievement system) doesn’t explicitly encourage. Consequently, the opportunity is generally wasted.

I spent a little time playing the original Half-Life recently, for reasons I won’t go into, and I was struck anew by how different the feel of TF2 is. By and large, single-player FPS games live in the wake of Doom, which is to say, they’re horror games. (Even Portal, which is about as far from a typical FPS as you can get while still viewing things in first-person and using a gun, has a strong sense of nightmare.) The dominant mood in such games is the adrenaline rush. And that’s something that’s strangely missing from TF2. The cartoony style is a factor, but a relatively minor one, in my opinion. In a game without an exploration element, the sense of of anticipation is blunted, and with it any possibility of dread. Death is swift and frequent and often comes without warning, all of which also works against dread, but more importantly, death is inconsequential. I don’t mean that the only consequence is respawning back at your base — similar things could be said of conventional FPS games, where dying just means respawning at the last save point. I mean that things don’t stop happening just because you’re temporarily tagged out. If you started capturing a control point before you got killed, there’s a good chance that one of your teammates is still there finishing the job. You can even watch it happen while you wait to respawn. As a result, death doesn’t feel final, but like just one of those things that happens. That is, it doesn’t feel like death. Which probably contributes to the sense of exaggerated slapstick I described earlier.

My latest random acquisition in the game is the Sandman, a special baseball bat that the Scout can use. Its special virtue is that, unlike normal baseball bats, it can be used to hit baseballs. Baseballs that hit an opponent leave them temporarily stunned and very likely to get killed by whoever’s nearby. This is very annoying when it happens to you — as always, unexpectedly taking control away from a player creates frustration. But I have yet to actually hit anyone with a ball, as it’s a difficult skill that has to be mastered. Difficult to pull off, annoying to others wen you do — in other words, it’s kind of like playing a Spy. It strikes me that a lot of the special items have the effect of letting one class take on attributes of another. A Pyro with the Backburner becomes more lethal when attacking from behind, like the Spy. A Spy with the Ambassador can do headshots to kill instantly from a distance, like the Sniper. A Sniper with the Hunstman can be effective in melee, like most other classes.

I complained a while ago about my inability to find documentation for this game. Well, I really should have looked for a wiki earlier than I did. Blame it on my retrogaming habits — I’m not used to playing games where the wiki is an essential feature, rather than an afterthought. (Although the ancient Spoiler Files for Nethack come close.) You can call it laziness on the part of the developers, but when you come down to it, no one documents stuff as thoroughly as fans. So, given that people were probably going to make a wiki anyway, why bother with any other docs? It would have been nice if either Steam or tf2.com linked to it, but I can understand why a company, with legal obligations, would want to avoid linking to something so unaccountable. The wiki led me to the tf2.com Movies page, which I really could have noticed before, considering that there’s a link to it right on top of tf2.com, but it’s a link that, paradoxically, is too prominent to be noticeable: it’s part of the page’s banner image, which is something I generally ignore. At any rate, the Movies page is particularly significant, because that’s the one place where you can actually find a summary of the game’s premise. It shows something about the game that I’ve playing it for so long without missing that.

TF2: Tech detectoring

Playing TF2 at home continues to pose problems. I mentioned before how playing the Developer Commentary caused my machine to shut off. Sometimes it does this during a real game as well. Other times it doesn’t. There is one new development: sometimes, instead of shutting the machine off, it just gets stuck for a while, looping a second or so of sound and puting some garbage pixels on the screen before popping up a system dialog stating that the graphics hardware stopped responding and it’s had to reset them. After this, I can resume the game as if nothing happened except the loss of some valuable time during which I naturally got killed.

What’s more, I’ve now seen this happen outside of TF2. It also happened in Darwinia — a game I finished some years ago, but I gave it another look simply because it was in that Steam Indie Pack. Anyway, it’s a pretty clear confirmation that the problem isn’t just in TF2. It really seems like a malfunction of the graphics card, and I turned all my graphics settings down to the minimum during today’s session to see if that would help. It seemed to, and I had a nice crashless session (during which I managed to get one more Achievement as a Heavy), but I still got a crash when I tried Developer Commentary mode.

Well, the one real difference in Developer Commenty is the voiceovers. And in fact I had voice chat turned off in my online session — it seems to get turned back on automatically sometimes, and I specifically turned it off while I had the Options menu open to change the graphics settings. So my working hypothesis at this point is that the real cause has to do with sound, and that the reported graphics problems are just a symptom. We’ll see how that works out.

TF2: Pyro

More failure to fulfill the Oath here: I’ve got three days worth of lunchtime TF2 (plus a certain amount of evening play) to report on here, and I’m late even for the third. The only really notable thing that happened, aside from the halos belatedly showing up on the server at work, is that I reached the first Achievement milestone for the Pyro class.

The Pyro is probably the easiest classes to play. The basic Pyro weapon is a flamethrower, which doesn’t have much range, but it covers a largish area and fires continually without reloading. It’s like the opposite of a Sniper: if you can get close enough to the enemy, you’ll probably win. But the main reason that I’ve been playing Pyro so much is that it’s the one class that’s really useful against Spies. Spies have this irritating tendency to turn invisible just when you start firing at them, but no one’s invisible while they’re on fire. So whenever I’m having trouble with Spies, I switch to Pyro for a while.

The Pyro is presented as the least human character, his 1I use the male pronoun here, but there is some debate about the Pyro’s actual gender. face concealed by protective rubber gear, his past and place of origin officially unknown. All the other classes have specific bios — for example, the Scout is “The youngest of eight boys from the south side of Boston”. Does this mean that if there are several Scouts in a match, each and every one of them is the youngest of eight boys from the south side of Boston? Best not think about it — this multiple instantiation of individuals seems to be just something that games take for granted these days. (See the species descriptions in Plants vs Zombies.) At any rate, such concerns don’t apply to the pastless Pyro. He’s also presented as the madman of the team, what with the occasional muffled maniacal laughter from under that mask. This is a little unfair, because when you come right down to it, all of the characters in the game are completely insane by real-life standards. This is something that really struck me on watching a Scout, the game’s designated weakling, charge out of nowhere and beat someone to death with a baseball bat.

References
1 I use the male pronoun here, but there is some debate about the Pyro’s actual gender.

TF2: Milestones

I said that I’d consider Team Fortress 2 to be off the Stack when I had spent a significant amount of time playing every class. At this point, I’m tentatively declaring a less vague criterion: getting the first Achievement milestone with every class.

These milestones are Achievements that are awarded for getting a certain number of class-specific Achievements — the key numbers are 10, 16, and 22 for most classes, except the Sniper and Spy, which get them at 5, 11, and 17. At any rate, there always seem to be three milestones. Looking at the Achievements, it strikes me that they’re also easily divisible into three categories. First, there are the ones that are likely to happen eventually regardless of whether you’re specifically trying to make them happen or not — for example, the Pryo achievement which simply requires you to kill 3 enemies in a row in the same area, or the Scout achievement for running 25 kilometers. Secondly, there are the ones that are unlikely to happen naturally, but which you can deliberately pursue, such as the Sniper achievement for getting 5 kills with the Sniper Rifle without using the scope, or the Medic achievement for cooperating with two other Medics to deploy three simultaneous Übercharges. Thirdly, there are ones based on unlikely occurrences that are completely beyond your control (unless perhaps you have someone on the opposing team cooperating with you), such as the Medic achievement for deploying an Übercharge on someone less than a second before they’re hit by a critical explosive. To a certain frame of mind, only the second sort are really deserving of the name “Achievement”, but I’m willing to accept it as a term of art.

It’s debatable which of these categories a particular Achievement belongs in, but looking at the list, it’s pretty clear that the majority of them are in the first category — certainly more than enough to clear the first milestone. So really, if I keep on this daily lunchtime regimen, it’s only a matter of time before I meet my goal. Except for one thing: Two Three classes, the Demoman and Engineer [EDIT: Also the Soldier], don’t have mission packs yet! By complete coincidence, these are also my two least-played classes. I expect I’ll give them a larger try when their class-specific content is released.

Everyday Shooter: Ending

After some more Single-mode practice and the purchase of another life, I have finally reached the proper ending of Everyday Shooter — and a proper ending it is, with a credits montage and everything. Mind you, since the game was developed by one person, it’s short on credits and long on montage. But it serves its purpose, which is to celebrate the player’s victory and enhance the illusion of accomplishment, one of my bigger motivations for playing games in the first place.

I also find the ending satisfying because of the way it breaks the midgame’s biggest drawbacks. It may seem strange to say this about a somewhat-old-school 2D shooter, but Everyday Shooter plays a lot like a CRPG. It’s the accumulative aspect. Instead of killing monsters to get XP that raises your level, you’re collecting points to buy additional starting lives, but the end result is the same: repetitive grinding makes it easier to survive the difficult bits. The problem with this isn’t just the tedium of grinding (if carried to excess), but also that it makes the difficult bits less interesting. But, as I described in my last post, the final boss in Everyday Shooter isn’t something that you can simply smother in extra lives.

Also notable is the delay between defeating the end of the final boss encounter and the end of the level. Regardless of whether you’ve defeated it or not, the song has to finish playing. The post-boss segment isn’t at all difficult, but if you won, it’s an excellent opportunity to get loads more points. (I had over 7000 by the end.) So there’s a cushion between the victory and the congratulations, giving the player time to process the fact that the long struggle is over, even as the game remains meaningfully interactive. This is an interesting effect, and one I haven’t seen in many other games.

Everyday Shooter: End Boss

I’ve managed to survive to the end of the last song in Normal mode, but it’s clear that I haven’t really finished the game.

Level 8, “So Many Ways”, is, like level 6 and arguably level 4 before it, a level with a boss. By “boss” I just mean a unique abnormally tough enemy with lots of firepower. Bosses in shooters usually have one other attribute that these bosses don’t: they block progress. They’re generally the last thing in a level, and the way to finish level is to defeat the boss. But in Everyday Shooter, every level ends when its song is over. That’s so basic to the mechanics of the game that bosses aren’t allowed be an exception. The level 4 boss explodes into a kajillion points 1This is an estimation. You can only pick up less than thousand points before they fade away, but extrapolating from the density of those picked up, I can say with some confidence that the total number is approximately a kajillion. when killed, and, of course, stops shooting at you, which makes things a lot easier for the rest of that level. But killing it is optional. And, in fact, while the time limit imposed by the song has the effect of making it easier to pass the level, it also makes it harder to defeat the boss.

everyday-endbossLevel 8’s boss is a large circle with a pair of segmented tentacles, each segment bearing a circle that can shoot at you. The way it moves, together with its white-and-transparent color scheme, suggests jellyfish. The song is another three-section A-B-A deals like level 4; the boss drifts in at the beginning of the B section and leaves when it’s over. There isn’t nearly enough time to kill it simply by shooting at it: you pretty much have to lure it towards other objects that can be made to explode, and that’s not easy when you’re dodging its bullets. (Much of the time I accidentally detonate the thing I’m trying to lure it toward prematurely.) If you manage to defeat it, the large circle drifts to the center and becomes a point fountain. But I only know this because of Single mode, where I can play with diminished fear of death. 2Diminished, but not entirely gone. When you die, there’s a second or so before your next life begins, and that’s a second in which you’re not shooting at stuff. The song does not stop during this time. Losing a second or two probably won’t make the difference between beating the boss and not beating it, but if you’re dying frequently, it adds up. In Normal mode, I’ve managed to survive the boss, but not defeat it.

Whenever the game ends, you get an ending screen that reports how many points you accumulated and what percentage of the current level you cleared. (In Single mode, where I usually survive through the whole level, this is normally 100%.) When I passed the final song, something a little different happened: the jellyfish boss swam onto the screen again, and my completion was displayed as 99.9%. Without words, Jonathan Mak has clearly told me that I need to beat that boss to really finish the game.

I suppose I can understand the intent here. Despite its peculiarities, Everyday Shooter aspires to be a shooter in the classic mold. And in classical shooters, the player’s ultimate triumph consists of beating a difficult boss. The mechanics here mean that you can always pass a boss without beating it, so the game has to provide motivation for not doing that. It all makes sense in retrospect, but it came as something of a surprise to learn that I hadn’t beaten the game after all.

References
1 This is an estimation. You can only pick up less than thousand points before they fade away, but extrapolating from the density of those picked up, I can say with some confidence that the total number is approximately a kajillion.
2 Diminished, but not entirely gone. When you die, there’s a second or so before your next life begins, and that’s a second in which you’re not shooting at stuff. The song does not stop during this time. Losing a second or two probably won’t make the difference between beating the boss and not beating it, but if you’re dying frequently, it adds up.

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