I tried to post this to Steam, but unfortunately it seems their system can't handle one more negative No Man's Sky review, so I'm posting it here instead.
I've liked the idea of No Man's Sky since I first saw the incredible teaser trailer. Unlike lots of other people though, I didn't get too hyped up after that. I came to the game ready to accept whatever it was, with no preconceptions based on whatever the developer may or may not have promised. I'd been told it was slow, and chilled out, with an emphasis on exploration... and that sounded fine to me. So I finally picked it up.
First impressions: WOW. What a beautiful game! I'm immediately in love. The first two hours I loved exploring the planet I'd been placed on. Yes, the drones that are constantly pestering you seem a bit annoying, and the resource collecting wasn't fun, but I was too enamoured with how cool it looked and felt to care. I felt like I was walking around in my own private Ralph McQuarrie painting.
I was excited to uncover mysterious things around the planet, from base camps to ancient relics that taught me the language of the aliens I encountered. I wanted to explore everything, unlock everything, learn everything.
The next day I eagerly booted up the game to get back to where I was, except now I found the initial sheen had faded. Yes, the game was still beautiful, but I found I needed more for it to be fun. For the next three hours I found myself, not just disliking, but actively hating the game.
I have no idea what people think they were promised in terms of features, and I really don't care about that. This game isn't fun because it's lacking in features, it's no fun because it's completely unbalanced. Imagine playing MineCraft except you're constantly running out of space to store the ore you mine. And there's annoying drones that follow you around everywhere and attack you. And there's randomly generated plants that attack you as you walk past them. And the interface gets in the way of everything you try to do.
None of this is fun, it's all irritating.
What pleasure there is in No Man's Sky comes from doing what it is clearly at its core: Exploring beautiful alien landscapes with progressively more advanced technology. That's it. The rest of the features of the game feels like an attempt at making it more interesting by inserting annoyances. Yes, annoyances.
Let's talk about each one in turn:
THE DRONES
As you wander about exploring, every planet in the entire universe has these little drones that may attack you and pull in their friends until you're overwhelmed. The good part is that you can usually ignore them, or jetpack away from them, the bad part is that they actively get in the way of what's fun about NMS: Exploring beautiful alien landscapes.
These digital gnats are the present and the same on every planet. Who owns them? What do they do? Why are they present everywhere, even planets you're supposedly discovering for the first time? Aside from being annoying pests that are NO FUN to fight, they actively homogenise the galaxy. The beautiful alien planets are little less special, a little less alien, because wherever you go... there they are. The exact same annoying drones. ON EVERY SINGLE PLANET.
The same can be said for the tentacled plants that attack you as you walk past them. You discover a weird alien planet that, literally, no other player has ever seen before... and there's the same plants that are on every other planet. Why? Because the developers thought the player needed some sort of challenge? They're not challenging, they're annoying, and they damage your immersion in the atmosphere it's trying to create.
THE ALIENS/THE BASE CAMPS
One of the best things about NMS is the beautiful imagery, the fact that each planet is a little bit different. You can wander over a hill and find a genuinely beautiful vista, or into a cave filled with glowing wonders. Make no mistake, this is a game where its beauty is a big selling point. Exploration of beautiful things is basically what this game excels at, and does better than any other game. Unfortunately it seems only half the dev team got this memo. The aliens and base camps that populate every planet are ugly, dull and almost entirely the same!
Again, the atmosphere this game is trying to create; the exploration of infinitely different planets, is damaged by this bland design choice. There's no diversity or anything interesting about what you discover.
On top of this, the camps themselves are ugly. I want to discover encampments that look as different and interesting as the rest of the alien planet. And I don't want to fly into a space station only to discover that internally it looks the same as every base camp on every planet. It's soul crushing, and it makes me hate this game.
If you want me to chill out and enjoy exploring things, dev team, then give me things that are worth exploring. Make me feel there's something new to discover. Not just a single alien sat in a room on their own who will give me an item when I talk to them.
RESOURCE JUGGLING
Imagine a version of MineCraft where you're constantly having to return home to store TINY amount of the resources you need. Only to discover that, even at home, you can barely store enough. In NMS you're constantly having to keep topping up resources instead of being able to stockpile what you've taken the time to plunder.
By limiting the player so severely on what they can carry, the game actively pushes against you exploring. Once again it seem to be unsure of what it wants to be: Everything about the core experience of the game is exploration, and everything that's been tacked on that core is pushes against you being able to enjoy it.
Having the patience and temperament to explore a planet and mine it to oblivion is actually punished. Every trip around a planet consumes so much energy that you're constantly having top up fuel, leaving little time or space in your inventory, to do much else. This means that even taking the time to explore and mine feels unrewarding.
THE INTERFACE
As the game is so heavy on trying to push you towards resource management, you'd think at least that aspect of the game could be enjoyable. Nope, the user interface makes EVERYTHING you have to do a chore. And a confusing and messy one at that.
Why can't the progress through this game be more clearly sign-posted? Why can't it clearly and succinctly explain what everything is? Why can't it make the chore of upgrading and resource management less of a chore? Upgrading technology is confusing and again, there's little sense of reward.
Other sections of the UI are just as bad. It literally gives me a headache just thinking about it. Consider how you earn credits for "uploading" the name of every planet, creature and outpost you discover. Instead of making this a pleasurable experience that feels rewarding for having collected so many items, the game forces you to manually upload each one INDIVIDUALLY.
This tedious task sums up everything that's wrong about the UI perfectly, and maybe even the game itself: Nothing, except the core exploration of planets, is pleasurable to do... and the game does everything it can to even make that unpleasurable.
FINAL THOUGHTS
The game is beautiful to look at... and it should be beautiful to play. Unfortunately it's almost like a bunch of extremely average developers were handed a piece of genius planet-building technology. If only the beauty of its core technology extended to the rest of the game experience.
The developers can add bases, space battles, online play, virtual poker, whatever other features the moany public insists this game is supposed to have, but it's never actually going to be fun to play until they fix the turgid, bland, unrewarding core experience.
Saturday, 3 December 2016
Monday, 20 June 2016
London Second City Improv Class: My Review
The rather wonderful Angel Comedy Club in London, and the comedy blog, Comedy Blogedy, reached out to the legendary Second City improv troupe/training school and set up two week's worth of classes in May 2016. I attended the first week's "Improv for Beginners (Level A)" and kept a diary of my thoughts after each day.
Here they are:
Day One
The class began with two simple tasks. The first was introducing yourself by telling the class something they didn't know about you, and the second was inventing a silly alliterative action to go along with your name.I was so petrified that I was unable to even think of something beginning with the letter "J"... I ending up with "jingling", and I still don't really know what I meant.
Jumping, jolly, jovial, jammy, jaded, jokey, jittery... Hmm. It's much easier when there's not the pressure of 20 strangers in the room.
As the games continued, our excellent teacher slowly chipped away at everyone's hesitance and self-consciousness, encouraging us to trust our instincts. The cardinal rule being that there was never a "wrong answer", there was only ever something you brought to the game.
We were admonished for acting like we'd made a mistake and beating ourselves up, or reacting to our scene partner's input as if it was wrong. We were encouraged to allow ourselves to do what we liked, and take any suggestions that came our way as a gift. We were a team, and our job was to enthusiastically embrace whatever came our way, and make our partner look good.
Our teacher successfully managed to create a safe environment. By the end of the class we'd all loosened up and were having fun with each other.
I've already learned a lot about myself and what I need to improve. For example, during the "create a story a word at a time" game, I noticed I was always playing it safe with pronouns - and even my game partner commented on it. He was absolutely right. When I decided to offer something more interesting, it got a huge laugh from the group.
Likewise, [in another game] when we were mimicking each other's moves, I found it hard to build on what people had just done, and take it to new heights [like we were supposed to]. It nearly always ended up with attempting to do it louder, which was a shame because there were so many ways it could have gone. I could have really had fun with it, and it never would have been wrong.
Let's see what day two holds!
Day Two
Today we actually slipped into some scene work without too much fuss. It wasn't blown up into something big, it was just expected of us... and we did it. Even me.It was scary but good. I even got a few genuine laughs of my own... a very generous audience.
Halfway through the day I actually felt, for the first time, comfortable. I just relaxed and stopped worrying so much. It's tiring bring worried, and part of me just gave up and let go. It was a good feeling.
[Of course, I was still a tad anxious the next morning going in.]
I learned a bit more about Angel Comedy and I'm seriously impressed with their founder (Barry Fern) and what they've achieved. It seems like a home for comedy without ego, driven by the pure fun of it. It feels so genuine that the energy is infectious.
I backed their Kickstarter (something in the bar will permanently have a plaque named for me) and hope they do well. Maybe I could volunteer my services to improve their website. Dull, but it's something I can offer and do well.
Onto Day Three...
Day Three
Today was the most emotional day so far, which was fitting as we were focusing on doing emotional work in class. Today marked the point we were over halfway through, as well as the first time we socialised after class as a group.I discovered my class is filled with interesting and ambitious people. (Where were they all when I was single and unemployed and desperately lonely, looking for direction?) Being with them is very inspiring, in the sense that they make their achievements (eg. performing stand-up, and all the struggles that go with that) seem... everyday.
Talking about doing a stand-up gig around these people doesn't feel like a life-breaking, brain-shattering, earth-shaking experience. It feels like a difficult, trying, anxiety-inducing... but normal experience.
In class I learned that people enjoy seeing a thread of behaviour grow to its logical, heightened conclusion. A small taste of behaviour before moving on to something else is unsatisfying for the audience. They want a narrative to follow, and changing tack breaks that narrative.
The key seems to be to make an interesting choice and stick to it until you've drained it.
The saddest part of the day was realising how genuinely upset I'm going to be when the course ends.
Only two days to go...
Day Four
The worst thing about today is knowing that tomorrow is the last day. It's been a hell of a roller-coaster, and I'm going to miss it when it's gone. I've learned so much.The most important thing [I've learned] is trusting in myself and trusting in the process. Throwing yourself into a situation is OK. In fact it's better than OK, it works. You don't need a plan. You can purely rely on your brain's instincts to give you what you need. The only thing that stops that process is your fear.
And what's more, it's FUN to discover where you end up. You're discovering at the same time as everyone else, and it's enjoyable.
After tonight's show I went to a gig with a classmate where our teacher, Erica Elam, was performing. I felt self conscious for her, worried that she would be put off by our presence, but I needn't have.
Everything we've learned from the course was on full display, and then some. She's was fearless and present, and the comedy flowed naturally.
This course has been a life-changing experience. From the people I've met, to the things I've learned. I feel personally changed for the better, and I hope beyond hope that I can continue to practice [improv].
Last Day
The last day was extremely emotional. After a physically and mentally exhausting five days, I feel a bit lost. Tomorrow I won't be pushing myself out of my comfort zone. I have no big scary thing to face... and I miss it already.I can't think of anything that's pushed me quite as hard, or excited me quite as much. We've finished [Second City Improv] Level A, but there's no Level B waiting for us [like there is in the US]. We're on our own now... and that "we" has no leader, only the vaguest collective idea of how to move forward, and we will ultimately, inevitably dwindle.
It's a sad moment.
On the flip side I've learned a lot about what I'm capable of. I've got a solid foundation in the basics of improv, and I've achieved my goal: I'm more in touch with my instincts than ever before. Right now I trust in my ability to take a situation and find something funny it. I know my brain will fill in the gaps and make the connection, all I have to do is listen [and practise!].
The most difficult part of improv is learning to trust in your instincts. It's a personal battle for every new improviser, and I'm sure it's ongoing [even when you've mastered it]. As our teacher put it, it's a struggle against our societal conditioning. Kids are great at improvising, but as we get older we're taught to restrain ourselves, and improv is sort of fighting back against that pressure, getting in touch with our most creative part... without fear.
This week has been a major step toward that [for me].
Everything seems a little brighter today. Building seem bigger, colours seem more vibrant.
Now is a sad moment, but I'm happy that I was brave enough to give it to myself.
The Morning After
After spending the last five days feeling like I was being shot out of a canon (at ever increasing speeds), and last night's resulting free-fall once class was over, this morning was a painful crash-landing back into reality. But I've dusted myself off and what I'm noticing is that I'm different. The most obvious thing is that I'm less self-critical. I feel like I should be able to create more easily now, and with less self-awareness. This was my main goal when I decided to take the course, and I'm more than a little amazed that it's what I feel I'm taking away from the experience.There's still a long way to go, but I'm definitely on the right path. I just have to keep walking down it, and not get waylaid.
Pushing myself out of my comfort zone for that week was immensely rewarding, and something I highly recommend. For those interested, here's how I felt I'd changed after one week with Second City:
- I noticed my default reaction to everyday frustrations was altered. Instead of getting irritated and annoyed by little things that didn't go exactly how I expected/wished them to, I found myself reacting as you would in an improv scene: Accepting them as a gift and focusing on my reaction instead. (A much more desirable and productive response!)
- I found myself less in my head, and more paying attention to what was going on around me - again as you would in an improv scene when you're listening.
As for improv itself, I now can see what the pros are doing more whenever I watch it. They really do make a pretty tricky process look effortless.
As the saying goes, "Improv is getting up in the air and building the plane as you go". I now fully appreciate what that means. I've learned that taking a leap of faith is part of the process, and that it's not a problem if you don't know what you're going to say or do, because when you're doing it right, you're truly allowing yourself to be completely open and react in the moment (which I can imagine takes years to master).
For me it was a leap of faith, and it felt great when it worked. What I discovered is that, if you're brave enough to step out, your brain will make the connections for you. It's what it does all day anyway -- we're all improvising all of the time. The trick is to allow yourself to trust in that process.
For me it was a leap of faith, and it felt great when it worked. What I discovered is that, if you're brave enough to step out, your brain will make the connections for you. It's what it does all day anyway -- we're all improvising all of the time. The trick is to allow yourself to trust in that process.
It's jumping off the cliff and figuring it out on the way down, or as Keegan-Michael Key puts it, zooming out...
Thanks to our instructor, Erica Elam, and my classmates. If you're reading this wondering whether you should take a Second City improv course, my advice is YES! Be brave and go for it. You'll thank yourself later.
Links:- Angel Comedy
- Angel Comedy's Kickstarter (ends July 21, 2016)
- Second City
- Comedy Blogedy
Saturday, 14 May 2016
MGSV: The Phantom Pain - S++ Solider Mod
Updated for MGSV: TPP v1.10.
Ever notice how you never retrieve S+ and S++ soldiers in the field while Metal Gear Solid V: The Phantom Pain? You may come across some Boasters that appear to have such high stats, but once you're back in motherbase they will always drop down to S Rank or below.
It turns out that, although the game was once supposed to give you those soldiers, they have been disabled from ever spawning in the single player game, forcing you to get involved in online gameplay (and so hopefully spend real money on "MB coins") if you want to see them.
In a practical sense, this unfortunately means that once you reach an average motherbase platform rank of 64, the quality of the soldiers you find in the game will suddenly grind to a near halt.
Consider the following:
With an average motherbase platform level of 58, you have a 15% chance of finding an S Rank soldier in the field. By the time you reach level 64, that's doubled to 30%. This is the sort of progression you see throughout the game with other ranks... but work hard and reach level 98, and you'll STILL have a 30% chance of finding an S Rank soldier in the field!
Once you reach level 64, around the time S+ and S++ should be introduced, soldier rank progression just stops...
Here's the game code in question, with my comments after them showing the average motherbase platform level, so you can see for yourself:
Key: g = E Rank, f = D Rank, e = C Rank, d = B Rank, c = A Rank, b = A+ Rank, a = A++, s = S Rank, sp = S+ Rank, spp = S++ Rank
When you plot the first 100 levels, it looks like this:
And, as had been stated already, you may have notice that S+ and S++ soldiers are never set to never appear...
But what if someone altered the code so that the appearance of S+ and S++ soldiers mimicked the appearance of the other solider ranks, slowly being integrated into the game at a pace that doesn't break the game progression. Maybe like so...
Wouldn't that be more fun?
Each level of soldier has a different AI, so rather than just make everyone S++ (which makes the game unbelievably dull, trust me) the patch ensures there's always a smattering of tactics you will face. This keeps the game challenging while rewarding you with S+ and S++ soldiers as you progress.
(Huge thanks to found-a-universe for helping test this mod. Their feedback is what helps make TPP remain fun after the mod.)
If you think this sounds like a good idea, here's the simple mod that puts the above code into your game, so you can enjoy the game progress as you reach later levels:
DOWNLOAD: MGSV: TPP S++ Solider Mod (v1.10)
Let me know if you like it!
Ever notice how you never retrieve S+ and S++ soldiers in the field while Metal Gear Solid V: The Phantom Pain? You may come across some Boasters that appear to have such high stats, but once you're back in motherbase they will always drop down to S Rank or below.
It turns out that, although the game was once supposed to give you those soldiers, they have been disabled from ever spawning in the single player game, forcing you to get involved in online gameplay (and so hopefully spend real money on "MB coins") if you want to see them.
In a practical sense, this unfortunately means that once you reach an average motherbase platform rank of 64, the quality of the soldiers you find in the game will suddenly grind to a near halt.
Consider the following:
With an average motherbase platform level of 58, you have a 15% chance of finding an S Rank soldier in the field. By the time you reach level 64, that's doubled to 30%. This is the sort of progression you see throughout the game with other ranks... but work hard and reach level 98, and you'll STILL have a 30% chance of finding an S Rank soldier in the field!
Once you reach level 64, around the time S+ and S++ should be introduced, soldier rank progression just stops...
Here's the game code in question, with my comments after them showing the average motherbase platform level, so you can see for yourself:
Key: g = E Rank, f = D Rank, e = C Rank, d = B Rank, c = A Rank, b = A+ Rank, a = A++, s = S Rank, sp = S+ Rank, spp = S++ Rank
When you plot the first 100 levels, it looks like this:
And, as had been stated already, you may have notice that S+ and S++ soldiers are never set to never appear...
But what if someone altered the code so that the appearance of S+ and S++ soldiers mimicked the appearance of the other solider ranks, slowly being integrated into the game at a pace that doesn't break the game progression. Maybe like so...
Each level of soldier has a different AI, so rather than just make everyone S++ (which makes the game unbelievably dull, trust me) the patch ensures there's always a smattering of tactics you will face. This keeps the game challenging while rewarding you with S+ and S++ soldiers as you progress.
(Huge thanks to found-a-universe for helping test this mod. Their feedback is what helps make TPP remain fun after the mod.)
If you think this sounds like a good idea, here's the simple mod that puts the above code into your game, so you can enjoy the game progress as you reach later levels:
DOWNLOAD: MGSV: TPP S++ Solider Mod (v1.10)
Let me know if you like it!