Category Archives: Kurt Klein

Guest Blog|Dark Souls 2 review *Spoilers*

***** SPOILER ALERT *****

This review will be discussing plot points which may be considered spoilers. Consider yourselves warned.

I stood in line for about an hour waiting patiently for my copy, like a pilgrim in line to see a relic.  I had pre-ordered Dark Souls 2 Black Armor Edition way back in September, and it was finally release day.  The first guy to get his big box o’ goodness had no troubles, but I flinched when ALL the clerks had to head to the back to find my copy.  After a minute that seemed like an eternity, they all irreverently resumed their positions after finding my copy of the game.  I left the store like all the other gamers that night, with a huge box in a bag that somewhere inside held a world contained on a 180mm by 1.2mm disc.  It was a world I was anxious to explore.  I got home and opened my prize. There she was, right on top after opening the flap.  I ripped off the cellophane and popped the disc into my PS3.   The title screen, the same as the first game, allayed my fears of drastic change.  In the end, this was false hope.

Heide’s Tower of Flame

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Guest Blog | Dark Souls II “pre-review”

March 11th (14th for Europe and Australasia), the release date for Dark Souls 2, is going to be a magical day for the Dark Souls Community.  All the information we’ve seen from the network test/beta points to one great experience!  The fans exhibited much wailing and gnashing of teeth when Miyazaki was removed and Yutanimura was assigned as Director of the project.  However, it seems that all of this has been met with aplomb.

So far it would appear that the things the fans were worried about, such as difficulty and sparse storytelling of the previous games, have been honored.  It looks like From Software will be offering us some great improvements to basic mechanics.  Most of the rumors have been gleaned from some of the still-strong contributors to all things Souls related.  (Many thanks to Epic Name, Bro!, VaatiVidya, Rurikahn, and many others for digging up info as it has been released and staring at videos trying to find the details that give clues as to what’s in store; and to NamcoBandai for reaching out proactively to the DS Community.)  Here is a recap of all the goodies we’ve heard so far—from some old ones from E3 back in the summer to some more recent videos.  There are so many excellent tweaks and cool changes to mention!

In both the original game and DS2 when a character dies as a human, he goes hollow.  In the new game, Humanity has been removed and replaced with Human Effigies to restore a hollow back to human.  The players are encouraged to do this because if they die as a hollow, the character permanently loses a percentage of his hit points.  Also, in a brilliant move to fix what could be considered a broken mechanic, staying in hollow form no longer prevents invasions!  As long as the game is connected to the network, any game can be invaded at any time.  In the original Dark Souls, as long as a player stayed hollow, he or she could essentially play the game unmolested by anything but the environment, which really killed what I consider the defining feature of the Souls games:  the passive multiplayer aspect.

In Dark Souls, white soapstone “summoning signs” allow other players to alert other players that they are available to come help defeat particularly difficult levels.  In an interesting fix to heavy multiplayer styles of play, there will now be two sizes of soapstone summoning signs.  White phantoms will only last a set amount of time and that time will be shortened with each kill the white phantom makes.  Large soapstone signs will last longer than small ones. I hope this limitation of friendly help will put a bit more pressure on those who want to be carried through levels by more powerful friends. On some recent gameplay videos I’ve watched, the white soapstones were each infinite, but I presume when the game releases, the small white soapstones will be found more often than the large white soapstones and the infinite feature will ultimately be removed.  Additionally, summoned phantoms have a health bar displayed on the screen for easy reference.  No longer will the player have to turn the camera to see how close to death his buddies are.

Hopefully, this fix will also alleviate ganking.  Too many times have I run through the Forest in Dark Souls only to be jumped by a trio of over-powered players who get off on unfair fights.

One of the big changes from Demon’s Souls to Dark Souls was the Covenants.  These gave players an option to join a club of sorts to gain certain advantages or abilities.  I am personally really excited about the way Covenants are being addressed in this second installment.  When I first started playing Dark Souls, I was really interested in the covenants and how they might affect the style of game play a person uses.  I especially liked the idea of the Gravelord Covenant in Dark Souls, but early play really wasn’t affected.  It wasn’t until after a couple patches and some testing by players did we finally learn how to use it.  By then, though, the charm of most covenants had passed and what really could have been a major twelfth man on anyone’s team just ended up being a means to get exclusive miracles, armor, or other things that really didn’t affect game play in a major way.

Dark Souls 2 seems be handling this flaw in a promising move.  The big leaked covenant is the Way of Blue—possibly a working name—which, when joined, causes a blue phantom to automatically be summoned when the game is invaded.  This could mean one of two things: either entering this covenant allows the advantage of summoning another player as a guardian and, in turn, are volunteering your assistance to other players, or that there is a sister covenant which will allow for this mechanic to be separated.  In other words, one covenant will always get help and the other will always be the one helping.  As for other covenants, no other rumors have surfaced; however, the equivalent to the Darkwraiths, from Dark Souls, has been confirmed.  That’s a no-brainer, though, no Souls game will be complete without a way to actively invade other players so this is not news to anyone who plays Dark Souls and loves to invade others.  Invaders will also be able to heal mid-invasion by using the Estus Flask while trying to kill.  This is an interesting detail added to the game.  I see a lot of really cool possibilities for the Covenants and cannot wait to see what From Software has cooked up.

Epic Name Bro has found some other changes while looking through the menus, including a bunch of different stat associations:

  • Casting speed is now increased by Attunement instead of Dexterity—a much more logical change separating Dex builds from Int builds.
  • Magic and Fire are made more potent by Intelligence.  Along these lines, it is interesting to note that fire spells aren’t called “pyromancies”.  This has interesting implications to back story and lore, so it will be fun to see how that plays out.
  • Lighting and Dark are strengthened by Faith, which also plays very well into the lore of Dark Souls as each is tied to gods or their followers.
  • Dexterity enhances poison and bleed effects
  • Lastly, an Agility stat has been added that affects the general speed of a character’s actions, such as rolling, raising a shield, or disabling traps. This is an interesting spoiler to people with specialist builds.

I like the idea of spreading out the enhanced effects over so many stats as this will make specialization in more than a couple stats much more difficult, thus curb over-powered character builds.  I also like the idea of tying elemental damage to certain stats to further the idea that power is derived from it.  From a story perspective, this makes role playing much more exciting.

I have watched some random network test release videos and, from what I’ve seen, there are six classes to choose from when picking a character.  This seems a bit limited, but for a beta it gets the job done.  These are:  Soldier, Warrior, Sorcerer, Temple Knight, Dual Swordsman and Hunter.  This seems quite melee heavy, but I assume—in usual Souls fashion—that the starting class won’t matter for very long.  Soldier and Warrior are two very similar classes, but one starts with a spear.  Sorcerer and Temple Knight are also related.  The implication that I get is that the Temple Knight is the equivalent to the Cleric from Dark Souls, which means he starts as a miracle caster to counter the Sorcerer’s spells.  The two remaining classes are the off brands.  The Dual Swordsman is something a lot of players have wanted for a long time. Now the option exists and it should lead to a lot of very interesting situations with main-hand and off-hand attacks or parries.  The Hunter starts with a bow and seems to be a pretty straight forward range character.

Here are a few remaining details about DS2.  Spells now have standard and strong attacks, just like weapons.  That should make the casting classes a bit more dynamic and fun to play.  I have heard that some shields can be used as catalysts/talismans.  Yes, please!   Backstabs are handled differently now, as each type of weapon seems to vary in difficulty of execution.  Daggers and smaller weapons can more easily perform backstabs than larger ones.  They also seem to have their own animations as well.  Some of these are really neat.  In one video I saw a guy with a spear plunge it into an enemy’s body, lift him up on the end of it and then slam him to the ground.  I found it quite satisfying.  Swords tend to do a series of slashes while knocking enemies down to the ground.  Also, backstabs no longer offer invincibility with the animations so backstabs aren’t the all-powerful fortresses of solitude they used to be.  Parries have also changed up a little.  Players have to work at them even more now and getting in the riposte takes timing.  Practice with both of these will be necessary because enemies now attack in groups and are much more aggressive than in Dark Souls.  Getting jumped by a bandit while being shot at by an archer seems to be pretty common.

The bonfires make a return with the usual uses, but now invaders can use them to light torches and such.  Overall, it looks like the bleak, uninviting world of Dark Souls 2 is turning out to be more unforgiving and more interactive than ever before.  Of course, any and all of these changes could show up or be canned at any time until release, so take it all with a Coke and a smile.  However it works out in the end, I may come out of next March pasty-skinned, thin, and with a long beard.

Here is the most recent video from VaatiVidya.  Quality is low, since it was shot on a smartphone… apparently no one was supposed to record their gameplay, but he managed to get permission straight from Namco.

Edit:  Want to try out the Dark Souls 2 Beta?  No worries!!  Playstation Plus subscribers will get the chance to do just that on Sunday, 7:00-10:00 a.m.

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Guest Post | An Open Letter to the Executives at DC Comics

Dear Executives at DC Comics,

The second anniversary of your New 52 lineup has recently passed, and Therefore I Geek’s articles on the DC universe and the big merge of all your storylines got me thinking.  I thought of all the comics I have read over the years and all the stories that are told, and I find that these books are good enough on their own. Just because it’s nice from time to time when Batman teams up with Superman or Green Arrow, doesn’t mean the DC universe needs to recognize that particular storyline as part of the timeline.  Unless all the comics stem from the same original concept, I’m not a fan of merging comic universes anyway.

Take Batman for instance.  Awesome! Yes, indeed, you’ve struck gold when it comes to the storylines, lore, and one hell of a line-up of villains.  Now, insert Superman so that he comes to fight Bane.  What?  No.  That’s ridiculous.  How about Wonder Woman to help take out the Joker?  No way.  Does Bruce Wayne even believe in Greek mythology enough to warrant help from the daughter of a goddess?  It just doesn’t make any sense.  You know what, DC?  It doesn’t have to!  Superman is perfectly capable of being understood and enjoyed without The Flash coming in to…do what?  Save the day?  Please spare me.

A brand like DC should not feel obligated to merge all the characters it has ever released into a universe that somehow must make sense just in case they want to do a crossover or a team-up.  Just make the story, make it good, and don’t worry so much about it.

You need a structure to follow?  Have a core book for a character.  Whatever happens in that book is part of the lore of that character.  Any other books are fair game for writers and artists to explore different ideas and flesh out any funky powers, gadgets, and team-ups.  There is even a name for this phenomenon.  It is called a mini-series.  Injustice was a great creation to serve this purpose.  Turning it into a video game that puts all the DC characters together for fights we would never normally see was even better!

Every time I see Wonder Woman’s Amazonian warriors crack a spear over Doomsday’s chest in the game, am I to believe that the beast that killed the unkillable Superman is supposed to be hurt by a wooden stick?  Not in the slightest, but it works because it’s scratching an itch that makes us ask What If…? Which, coincidentally, was a great comic put out by Marvel built on just this concept.  We are exposed to these “what if” scenarios all the time in movies.  How many times have films rebooted a comic character?  How many actors have played Batman?  I rest my case.

I understand that you are trying to compete with Marvel for sales and crossovers and team-ups help sell books.  Marvel has done a wonderful job of making all of its heroes and villains mutants of some sort, who aren’t uber powerful on their own.  Their most popular books are based on teams, not individuals.  This allows for an easier suspension of belief when it comes to characters sharing story arcs.

I guess all I’m saying is:  quit trying so hard to make pieces fit where they don’t.  If there are characters that just don’t have a world in common, there should be no obligation to make that happen.  Cut it out, DC.  We love you and the characters you’ve come up with over the years.  I don’t need to see supernatural characters fighting with more human ones.  Oh, and I don’t need to see a Superman/Batman film to this effect either.  I’d much rather have a fourth Dark Knight movie with Heath Ledger as the Joker.  Now THAT would be an impressive alternate universe.

Sincerely,

Cheefbast

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Guest Blog | The Last of Us

Mr Kurt Klein is the Exhibit Manager for the Virginia Air and Space Museum. He is also a life long gamer. Over a couple beers Kurt shared a unique gaming experience and I’ve asked him to share it here.

There are no two ways about it. I’m a gamer. Not a casual gamer. Not a guy who likes to play games to pass some time. I really enjoy playing games and have since I was in my single digits—back when Atari ruled the console wars with the 2600 and a

My first gaming console

Commodore 64 was cutting edge PC gaming goodness. I once traded away five games to borrow some guy’s Super Nintendo just so I could play Final Fantasy 2 (4) for a week. I have beaten well over 500 games. I have found myself checking the clock at eight pm realizing that I checked the clock at eight am when I started. Lately, however, I’ve found myself bored with playing video games. Very few hold my attention these days, but I still feel the call of the wild and so I turned to a place I hadn’t considered: YouTube.

Just like most people watch a TV series, I now watch people play games, anxiously awaiting the next upload. The truth is, I never used to be interested in watching other people play games. (There is a dark moment surrounding Karnov that I would rather erase from memory, but that’s another story for another day.) Lately, however, it seems I have learned to enjoy watching other people play.

It started slowly. I watched videos of games that I was playing at the time, looking for shortcuts, treasure locations, or NPCs glitching in strange ways. I watched cool kill shots and close calls—the usual fare for a guy who plays games. As I clicked around, I found that I was drawn to one player in particular. He’s not a particularly serious gamer. He doesn’t care if he gets the best loot or beats a level or boss as efficiently as possible. He is all the things I am not, except that he loves making a show out of playing a game. In short, he led me to a revelation.

Mr. James Heaney currently works with GameFront.com, a California-based outfit with a small contingent of two dedicated uploader staff. In a world of serious gamers trying to learn combos, find shortcuts, or just beat games, Heaney stands out as a guy who can not only accomplish these things but give them a showbiz flair. He’s also a comic and an aspiring actor. So while his carefree nature keeps his playing from getting too bogged down with technical explanation, his desire to make an entertaining video keeps him pushing forward.

Dark Souls is my top ever favorite, hardest of hard core games. It’s made not for the faint of heart, but only for the most dedicated of gamers. Shortly after I beat the game, Heaney was challenged to make it through. I wondered, “How in the world is this try-hard going to get through one of the most unforgiving games I’ve ever played?” Not only did he end up doing it, but he used just the right amount of, happy-go-lucky panache combined with his real passion: entertaining people. Mind you, it took him 190 (!) videos to get through.

A little while later, when I saw that GameFront was uploading a play-through of a game called The Last of Us, I was intrigued. I didn’t have a clue what the story was, but I had seen the cover art. Instantly I thought, “Buddy flick, I get it.” So I clicked the first episode and was riveted for the entirety of the upload.

This is what is known in gamer circles as a “buddy flick” (i.e. no sex)

The story was well written. The cut scenes made the characters loveable and appealing and had me cheering them on as the story unfolded. The plot even took Joel and Ellie, the main characters, through Pittsburgh. I have family on Troy Hill, so this tugged at my love for my adopted home town.

As the storyline progressed through Wyoming and into Salt Lake City, Heaney commented on things during quiet moments, but fell silent when anything was happening on the screen. His avatar didn’t linger too long in any one area, yet he managed to explore them pretty thoroughly, which satisfied my ingrained gamer need to eviscerate entirely a game’s mechanic and design, but kept the story moving so as not to lose the viewer. By the end, I had experienced was a great story with well-written characters told through the medium of a video game.

I mentioned I am a gamer, right? Yeah… so I dabbed my eyes free of tears, and promptly watched a couple of reviews of The Last Of Us. To my surprise, there was a lot of groaning about how certain game mechanics and AI took the players out of the story and ended up confusing them or disappointing them because they, being gamers, had to play through all the faults in the game as well as point out the detriments of telling a story through a gaming medium.

I am well aware that the story in a game is very difficult to pace and that balancing it is a HUGE part of making a good experience for a player and a fan. So after seeing that other people did not have the same feelings as I did about The Last Of Us, I started wondering what happened that caused these two opposing points of view. What I realized was that all the disappointed players actually had to PLAY the game, whereas I was able to just watch. Additionally, I must have lucked into watching an entertaining player who affected my perspective without my realizing. Because of Heaney’s play style and personality, the flaws were glossed over. I was paying attention to his playing and commentary rather than having to play it myself and getting wrapped up in mechanics and seeing the glaring flaws. In more than a few spots the AI was noticeably poor. One bit in particular was when the team has to run through a yard and keep quiet, but is being told to be quiet and stay low by a guy who is crunching, rattling and, in some cases, running right past enemies while they ignore him. Flaws are there, to be sure, and I feel very lucky to have been cleverly guided through most of them in a way that made them seem smaller than they are.

What am I to make of my discovery? I imagine a game industry that will seek particular gamers for their style, personality and wit based on what they believe will show their game in the best light. In my mind, no longer is it necessary to rack up the most points, get the most frags, have a high KDR, or even be particularly good at playing games. Playing games for an audience now seems a legitimate way to make a little cash if you can pull the numbers. Not just top players like Fatal1ty can do this, but quite possibly just a guy who makes you feel as though he could be sitting on your couch. There’s a lot to be said for that and I encourage anyone to check out some play-throughs of stellar games and, once you’ve found the story, check out different players who upload. Find the gamer who tickles your fancy and enjoy a game like it wasn’t intended to be enjoyed.

-Cheefbast

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