Thursday, 27 October 2016

Overwatch Vs. Atlas Reactor: The Loot Box

Yeah yeah, more Overwatch AND Atlas Reactor. Sue me.

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As you have no doubt heard about Overwatch, the Loot Box system is, to put it politely, not very good. It's microtransactions in a 60$ game, and it's all RNG based, meaning you have no control over what items you get or how much money you get. And to top it all off, cosmetics are all there are to unlock, making an unrewarding system that is a blatant attempt to get money out of consumers in one of the worst ways possible.

I'm saying all this because they could and should have done better. Atlas Reactor proves that beyond a shadow of a doubt. It too has loot boxes (called loot matrixes) that you gain at every level, duplicates that give you a small amount of currency, and the whole system in general being dictated by RNG. However, it takes this base and improves, improves, improves. Overwatch is the base, and nothing more. AR is the base and so much more. Let's take a closer look.

We can start with what both games actually have on a base progression level. Overwatch has loot boxes. AR has loot matrixes, character specific matrixes, a mod system to change abilities, rewards for hitting certain levels, and daily/seasonal missions.

Already you can see there's simply more to actually work towards in AR rather than Overwatch. In Overwatch, you either grind out levels or pony up some cash. In AR, if you don't want to grind levels, you can play characters a lot to gain their matrixes. You can work towards a mission for an XP boost. You can try out different mod loadouts. You can work towards a concrete reward rather than a vague RNG box. At all times, you're working towards a variety of different objectives and goals at different points. Missions are brief, and give smaller, faster rewards, while levels take a bit longer. It's all staggered out nicely, and there's never a sense of an endless grind since you're gonna achieve something just around the corner at any moment.

Not only are the rewards more plentiful, but when you actually get them, it's miles better than how Overwatch doles them out. In Atlas reactor, you are guaranteed a character skin/taunt in every matrix. This does wonders for the progression system by itself, let me tell you. Besides the obvious effect of having something of value every time you open a matrix, it also lets the good aspects of using RNG loot come out into the open.

Did you just get a legendary skin for a character you've never played much? Might as well try them out for the skin. Did you get a cool new taunt? Why not give it a spin? Forcing the player into unlockables for other characters lets them expand their play experience and pushes them to try other playstyles. Overwatch doesn't let you do this as much. The odds of getting a skin are already low, as there are icons, sprays, and voicelines in every crate too, and the odds of getting a legendary skin are even lower. So the odds of you getting a cool new skin and trying the character out are just so low as to not even matter.

On a second point, AR has another type of loot matrix: character specific matrixes. Get a character up 5 levels, and the game will give you a matrix guaranteed to give you a character specific skin or taunt. This is one of the many ways in which AR gives you quite a bit of control over the RNG. You get skins for a character you want with these, mitigating the frustration of RNG a lot. It's an important step helped along by missions.

Every day you get a daily mission, and there are season chapters that give you several long term missions. The effect of these are twofold: immediate goals and help with other goals. You get something to work towards, something concrete, not dictated by RNG. A quest like “Play 5 games” or “Play 2 games as a certain class” gives you a short term goal to work towards and contributes towards the longer term goal of a matrix.

Meanwhile, Overwatch has... a first win of the day XP boost. At best, you lose a few games before getting this, not a fun player experience. At worst, you get this already small boost immediately, and then what do you progress on?

And to cap this all off, AR has stuff outside cosmetics to play around with. You can actually change your characters with mods, and try out different playstyles. You get the opportunity to try out individual playstyles, a much more powerful motive than simply trying out a new team composition. Team comp diversity immediately disqualifies solo queue players from this depth, as it's almost impossible to get 5 other people on the same page quickly, if they even want to. And even if you can, you're not changing anything about how you play. If you play Roadhog in one team comp and  then another, well, he's still playing the same. Individual depth lets you take control of the gameplay and have a guaranteed difference in two different games.

So why is this all so important? Like I mentioned in a previous post, progression is a key factor in retaining a lot of your audience for a long period of time. Some people are motivated by gameplay, some by improvement, and some by unlocking stuff. You lose a lot of people if you mess progression up. And even ignoring that, it just makes the game better for crying out loud! Would you rather play a game with a satisfying unlock system or not? Even if it doesn't affect you, it makes the experience better since more people will now be playing.

Look, I've tried to be unbiased and distant throughout this whole thing, but the fact is this demonstrates something quite distasteful on Blizzard's part. They can no longer have the defence of there being no better way to do this system, because another game has just done it better. What reason could there be except wanting more money? I have been thinking on this for days, and I can't think of another reason for the life of me.

Blizzard, you have no conceivable alternative motive at this point. Another game has done your system infinitely better as of now, and you need to step up or fess up. Either improve your system, or just say you want to squeeze money out of people. There can be no other reason.

And as for Trion? Keep doing awesome stuff with Atlas Reactor. If you keep going on like this, I'll be with you all the way.


Saturday, 15 October 2016

A Personal Retrospective on Apollo Justice

Spoilers. Obviously.

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In light of the recent news that Apollo Justice is finally getting a mobile release, now seems a good time to talk about this one game, and hoo boy. This one's a beast to tackle. If you know anything about this game, you know how divisive and controversial this game is. On one hand, you've got the corner of fans who hate this game with a passion, and everything it represents. In the other corner are the fans who like it quite fine, and think the outrage over it is totally unjustified.

If you wish to know where I'm coming from when writing this, I'm moreso in the first camp. Apollo Justice is my least favourite Ace Attorney game, though not because of any drastic shifts in the world. My issues come from the story and actual logic it uses and how confusing it gets. So, sit back and let's figure out where this game went wrong, and more importantly, why.

So how did this all start? After the 3rd game wrapped the story of the series up quite nicely, Capcom was at a bit of a crossroads. Ace Attorney was undoubtedly a money making series that they would do well to continue, but how does one continue after a clean end? Well, usually a reboot is what a lot of writers go for, but in this case, they decided to bring in a totally new character and story, keeping the game mechanics. However, it was eventually decided that they should keep some continuity, so they brought in some old characters as well to appease old fans.

Yeah, that didn't go over well at all. Most notably, Phoenix Wright was brought back, and let's just say a lot of people weren't' very happy with how they did this. It's interesting to look at, because it's a prime example of how not to implement changes in a character. 

The important thing to remember here is that at first, most changes are neutral in concept. I believe that the idea of making Phoenix lose his lawyer's badge wasn't what got most people upset. I personally think it's not a bad idea, and it's even a fantastic story hook to start off with. The problem is that this idea was clearly thought of in a vacuum, and they didn't properly take steps to make this make sense in the game.

This is made abundantly clear in 2 areas, both relating to the smoking gun of this idea: forged evidence. First of all, the manner in which Phoenix loses his badge is contrived as hell and totally clashes with the story and characters set at the end of the 3rd game. At the end of T&T, it was clearly established that going forward, Phoenix had truly outgrown his weak, unconfident roots, and had truly risen to the level of a great lawyer. Nice ending, all wrapped up with a bow. But they ignored this, having him make the truly dumb choice of trusting evidence he had no time to vet. They also make him go against clearly established core values in previous games, him hating the idea of crooked tactics in court.

I rag on these tired points because it would not have been hard to fix these issues. Why not put Phoenix into a scenario where he has no choice but to present the suspect evidence? Say he had a personal connection to the defendant or something along those lines. It would have given a reason for him to act so recklessly. And on the other point, why not use the MASON system's capabilities to show past events to show hints of Phoenix becoming more jaded and disillusioned?

It's very clear that the writers were trying to recapture the essence of the first Ace Attorney game. Rookie lawyer, new world to establish, new gameplay mechanics. But in doing so, they fell into the trap of mostly looking to the first game for inspiration, and that led to Phoenix acting how he did in the first game. When you're not looking to how characters were at the end, you're not going to see any need to explain changes. So of course it seems obvious Phoenix would make a dumb move in that mindset. 

Alright, alright, I slag the game off a lot, but credit where it's due, besides how Phoenix acts, the game pretty much nails the first 2 cases. While a lot of people do just write the entire game off, it's important to recognize that the old AA magic is still very much present in a lot of the game. The setting may not be your cup of tea, but the first case has an excellent and engaging opening unlike any of the other games, and the 2nd case is more of the same old AA excellence in a lot of areas.

Alright, I'm not here to give every detail on this game, as much as I would enjoy that. Just remember that I'm not saying as much about the good aspects of the game because of this fact. What I'm about to say is an analysis of what went wrong in the 2nd half of the game, not what I personally think about it. Just remember that most of the stuff I don't mention I like quite a bit (Especially the music oh my god). 



So, case 3. This is widely considered a bad case by many, and it's an excellent example and word of warning to all story writers wanting to follow in the footsteps of crime stories. It's clear to me here that the separate elements of this case were almost certainly thought of separately, with no cross checking between them to see if they would work well together. It's easy to imagine such a scenario, too.

They come up with the basic idea of the scene being a concert, and they've already got a performer in the cast, so it already fits. They then think of the elements of this case, a defendant who can't speak English, a gun as the weapon, a “locked room” scenario, and the defendant can even be a kid. Maybe we can incorporate international smuggling, and undercover agents too!

Now, all this stuff sounds fine, but the details muddy it up, details that were clearly not , let's say, cross-examined. How is a kid supposed to fire a powerful gun? What motive would a kid have? How would an international smuggling operation fit into the overall story? How do we get the kid to show any personality, since all we really have is text?

All these elements, when you lay them out, look ridiculous if you try to combine them (Seriously, just throwing in international smuggling isn't a good idea). We can see how ridiculous this seems now, so why not back at the conceptual level? I can't say definitively, but the most likely scenario in my eyes is that they created the story in a modular fashion. By the time the separate parts started to grind up against each other badly, it was likely too late to change the fundamental parts of the case. It's a lesson in being sure to check and double check all the important beats in your ideas before expanding on them.

And, finally we arrive at case 4. No, that's not what I'm really wanting to talk about here. Case 4 is fine. Let's discuss MASON.

MASON is the most ambitious thing Ace Attorney has ever really tried. I'll be blunt; it didn't work. I'm not talking about the story, I'm talking about how it was conveyed. MASON, for those of you who don't remember well, is supposed to be a database of sorts where the jury is supposed to trawl through it and come to their own conclusion on the proceedings.

Sigh

I could literally write a whole article about this system, and why in the game universe it makes no goddamn sense. From conflicts of interest to half the stuff in it being seemingly irrelevant to the case, there is no way this would be greenlit. But let's assume for a second that it could get by (With the crazy legal systems in place it wouldn't be too surprising), and examine why it fails the player specifically.

For all the heat I give it, MASON could have worked in theory. A system where we jump between recorded events to try to piece together a story? Sign me up! But the issues are too glaring here to ignore.

It's linear to a disappointing degree. Yes, Ace Attorney isn't known for story paths or anything, but it doesn't let you discover clues and evidence on your own. Rather than using your own logic to figure out what you need look for next, it is in every way like a tightly written investigation sequence, just hopping between time periods. Yes, it still works, but why would we even need to go about figuring out this in such a convoluted manner? In such a story driven game, every piece needs to have a purpose, otherwise it's just fluff and not valuable to the story.

Of course, everyone's biggest complaint with MASON is how it seemingly allows you to transport evidence from the future into the past. Again, if you don't remember, often you would gain evidence from some recorded event in the future, but then go back to a recorded event in the past and still being able to use it. This is handwaved as not being a 100% accurate representation, but that's just not good enough. In a game built around logic and reasoning, such blatant lazy storytelling should not be allowed. It makes no sense, and even if there is a good reason it's confusing to the player, the death knell for any story.

MASON is the sign of the biggest problem with Apollo Justice: things just weren't fitting together well. You can see all the signs of good ideas underlying the problems at every step. Apollo is an interesting idea for a character. The music is SO GOOD (It's my favourite OST in the series guys it's that good).



The problem they hit looks very much to be scheduled related. Many of the ideas and characters were never given enough time to be expanded upon, and a lot of the plot beats simply needed more thought put into them. Apollo Justice is the victim of running out of time.

But it's not all bad, and I want to end this little look back on a positive note, because Apollo Justice is not a train wreck. Not by a long shot. Apollo Justice has excellent side characters, on par with the other games easily. I know everyone hates some of them, but they stick out and are very clear, and you're not supposed to be comfortable with Spark Brushel anyway guys. Seriously.

The game also has engaging cases, something I think a lot of people ignore. Yeah, looking back there are plot holes, but in the moment they've got a great pace to them, and ensure you're always engaged. The game has very clear signposting and good indicators for what you need to do next, something the older games did often fail at.

Regardless of what it does right and wrong, this game is likely going to remain contentious for a very long time to come. And that's fine by me. Every game series is gonna have one of these, right? I still recommend this game to any Ace Attorney fan despite all this, and I encourage you to try the upcoming mobile port if you haven't gotten a chance to play it yet.

And the music guys oh my god can we just talk about this again it's so amazing holy cow


Tuesday, 4 October 2016

Atlas Reactor: Sheer Brilliance

If there's one game you need to be looking at right now, it's Atlas Reactor.

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Have you ever played any turn based strategy game and wondered “What if it were multiplayer?” Your time, good friend, has come. Atlas Reactor is what you would get if everybody moved at the same time in Fire Emblem, what you would get from a 4v4 Advance Wars. I've even heard it described as insane 4v4 chess. It's the most unique, special, and innovative game released in 2016 so far, and it backs up that uniqueness with quality. You don't get games like this often, folks.

So, what exactly is Atlas Reactor? It's a multiplayer team game that fuses elements of real time strategy and turn based strategy. Each team makes their choices at the same time, each having only 20 seconds to chose what to do, and afterwards they all resolve simultaneously. So, for example, you and an enemy could choose to shoot each other, and each would deal the damage during the resolution.

It's a lot more complicated than that, however. Atlas Reactor has one last genius trick up its sleeve: the 3 phase resolution. The game has 3 distinct phases you can chose to take actions in. Phase 1 is the prep phase, where players heal others, throw shields up, and set traps. Phase 2 is dash, where players use mobility abilities to move before attacks. Phase 3 is blast, where most damaging attacks reside.

Are you seeing how brilliant this is yet? I'll spell out a scenario. Say you're playing Lockwood against an Elle, and you're both facing each other. You could just shoot her, but you risk taking damage back. You could shoot her, but she could dash away and she would shoot you back. However, her dash is short, so you may want to use Lockwood's arc fire to predict where she'll move. Alternatively, if you think she'll dash, you could set a trap beforehand to ensure she'll dash through it.

She could also be just trying to shoot you, and you could use Lockwood's dash to run away before she takes damage. If you think she'll use her dash attack, you could dash away yourself, making her waste an attack and forcing it on cooldown. And this isn't even accounting for ultimate abilities, which charge up over the course of the match. If she has her ult, you definitely want to dash out of the way if you think she'll use it. However, you could also use Lockwood's ult if you have it, dashing behind her, doing damage, and making her miss her ult.

And finally, you need to account for your enemy predicting what you'll do. Elle could predict you dashing, say, and use her prep ability to increase her next attack's damage. She could shoot where she thinks you'll dash. She could psyche you out, making you think she'll ult, making you dash, and next turn you're vulnerable.

By the way, the last 3 paragraphs were all describing one scenario. One single turn. Against a single opponent, when usually you have 4 enemies and 3 allies. Oh, and may I remind you you only have 20 seconds to make your choice.

This is the sheer brilliance of Atlas Reactor, the incredible brilliance of the possibility space for each individual turn. Every move begets the possibility of a counter. Every time you move, you have to wonder if an enemy is going to set a trap. Every time you use an ultimate, you need to ensure the enemy can't dash away. Every time you shield, you need to be absolutely sure the enemy will attack you.

The game makes this complex presence easy to digest and understand as well. The game has clear indicators about what is going to happen, you can hit a single button to check the cooldowns on enemy attacks, and you can see what allies will do as you make your choice. It sounds like a lot of confusing information, but the game lays it all out in front of you, and simply asks you to use your own discretion about what to do next.

So Atlas Reactor sure brings the thunder in gameplay, but does it satisfy in other areas? I think you know what I'm gonna say. It has a robust cast of unique characters, from a sentient fish with legs to a robotic dog. They're all very fun to listen to, and even better, the game lets you use them to taunt your enemies as well. You're able to choose to taunt before an attack if you feel it's going to be particularly impressive. It's a lot of fun to rub it in your opponent's face how awesome you are as you take them down.

As for the visuals, it's got a nice style, but more importantly it's clean and easy to understand. Lines are distinct, characters are different enough at a glance, and the visual design of what your attack will do is clear. It's not earth shaking, but it's very well done.

Meanwhile, the soundtrack is just... mmmmmmm.



So Atlas Reactor is a unique, innovative game that rides on it's excellent character design, personality, and tight game design. It's got an active Discord server where the devs are constantly communicating, satisfying progression systems that reward you for playing a freelancer a lot, and to top it all off, it's not free to play, a refreshing move in this current market. If any of this sounds interesting to you, they've even got a free mode where you can try before you buy, a consumer friendly practice that few games chose to try now.

While this is a close to a review as I think I'll ever get, nor do I ever want to be a reviewer, I feel the need to get the word out on this game. I only heard about it through a single friend, and it's sorely underrepresented outside of it's very dedicated community. This is a game that deserves to be shouted about, a game that deserves to be considered as one of the best of 2016, a game that deserves to be shared. So happy launch, Atlas Reactor. Here's to you, one of the best games I've played in quite a while.