Thursday, 17 October 2013

PAYDAY 2 - the sequel to a game I only played on a free weekend and didn't really like all that much (now with more pointed complaints)

So random crashes aside, which by the way when the suggestion for fixing a crashing game involves uninstalling the game and video drivers and supplementary software and disabling features of the launch system it was designed to run through, well that just isn't right and says that all this technobabbling nonsense we are relying on daily is really, well, unreliable.

Anyway. Issues, in reverse order of my normal reviews I'm starting with what I don't like. Bloated file size for one, apparently PAYDAY 2 takes up heaps of disk space because the developers are generously endowing us with assets that they aren't currently using but think they may want to some time in the future so can we just hang on to them for a while, as a favour? If you're saying I need to reinstall to fix your mistake, I had better not blow half of my monthly download quota and spend half a day doing so. Especially since Steam decided to go and make its game data immune to substitution - a recent need to reinstall Steam also deleted most of my game data and it seems that the games that survived will not be permitted to be copied from the remaining data. Computers suck. And they lie, Steam tells me that it's a 6GB download that takes up 20GB of disk space, go figure. Oh and it seems that the game may have been built on Mac and then ported to PC, because that's a great idea (something about .bundle files being a Mac thing that some person said on a forum post).

Infinite replay value means grinding for what you want from a random drop at the end of every heist, because letting the player get away with "millions" needs to be restricted for some reason so that they can't simply get what they want out of a game that they paid money for. The "offshore account" is insulting, sure you can spend it all getting the missions you want - because that part is random as well, of course, why would you want to be able to consistently choose from one of the very few available missions anyway - but otherwise it has no value, no purpose. You have spending cash with which you buy guns and apply mods (which are randomly attained from the end-heist-drop) and buy skills, because why not have two currencies for character improvement? (skill points and money). Offshore money would have been a reasonable way to acquire weapon mods and masks, but no, let's randomise.

About 90% of the time you will end up in combat. One of the things that made me actually buy and try PAYDAY 2 was the lure of being able to approach missions with stealth. In reality we're left with a stealth component tacked on to a first-person shooter. Even the stealth "class" Ghost has combat improving abilities. Every class is geared for combat, because the slightest little thing can turn your stealth run into a relentless police assault. And if you didn't gear or spec for combat, you're going to die. The Enforcer class is ostensibly the combat focused class, and even then it's mainly because they can get the heaviest armour, which they can only acquire but taking a particular skill, which is top tier, meaning that you can't get the heavy armour for quite some time. In fact you don't gain any armour until you reach a certain level. The levels required aren't all that high, but it does mean that you are seriously screwed as a noob unless you play with some really good or at least high level players.

A nitpick for the combat is that you are not provided with any notion of a gun's range, only its accuracy. I suppose the idea is that higher accuracy means you can hit targets further away and you're just missing them with poor accuracy guns. Except that effective range is actually a component of the game. Up close, you can kill someone in one hit with a shotgun blast, especially to the head. Go a short distance away and it can take three or four headshots with a shotgun to get a kill. So having some kind of range indicator would have been nice. And as a corollary to the class combat system, it mainly associates different classes with different weapon types. There are a few skills that give a general buff, but Mastermind is pistol focused, Enforcer shotgun, Technician rifles and Ghost sub-machine guns (with a general buff to "silenced" weapons).

Armour gives a massive speed reduction the heavier you go, but on higher difficulties you're still going to die in a few hits. A beat cop with a pistol took out my heavy armour in one shot on overkill difficulty. And they never miss, I hate that games like this sabotage the player so heavily, first by greatly outnumbering us, then by making enemy skill so proficient that there is no learning curve. They either kill you in a few hits, or kill you in one hit. The best you can aim for is to shoot them before they shoot you, that's the only margin you're given. So you can't move very fast and you can't take many hits and they still expect you to sit in one place guarding a damn drill while you wait for it to get you into the vault where you still have to bag the loot and then get it to the escape van without dying.

And why does everyone always bang on about the graphics. I'd make this a separate post but I'd probably never get around to writing it but when I was a kid we had an Atari 2600, and today I would still play Joust or Pitfall because they were awesome. One of my favourite games of all time is X-COM: UFO Defense (or UFO: Enemy Unknown in some parts of the world, and I think it's a way better title) and people today would probably puke at the sight of it, because they're so used to CGI rendering in movies and complain if a game doesn't have high resolution textures. What about the game part of this that somehow escapes your attention? Early 3D games do tend to look rather ugly compared to recent ones but I've seen people complain about Mass Effect 3 looking like it came out in 2011. It's running on an engine that came out in 2007, retard, most of these games are built to run on consoles that are using fixed hardware from the time of their manufacture, get over the graphics already and pay attention to the game in video game. System Shock 2 is not pleasant to look at by today's standards but it is one of the best games of all time, and you'd be missing out on that if you simply turned away after glancing at some screenshots.

Anyway. You know what I do like about this game. It's fun. I won't be playing it for the next week or so because I don't want to use up all my download quota to reinstall it, but aside from that... It is exemplary of all the design issues endemic to the current mode of thinking about video game development; but when you successfully escape after clearing out a bank vault, it feels good. It feels like an actual accomplishment. We're Pavlov's dogs in this instance, drooling at the mere thought of an intangible reward related to whatever conditioned behaviours we willingly entangle ourselves in to distract ourselves from the vast mind-numbingly pointless existence we have been thrust into without our consent and we'd do anything to turn off awareness of abstract concepts just to escape the creeping madness in our consciousness.

Or at least that's why I play games, what's your excuse?

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