I Need a Bigger Gun

As we progress into the future, games become more and more limitless. When hardware or storage capacity used to hinder developers, new formats and emerging cloud gaming have basically done away with old constraints.

Have you ever noticed how most newer games lack unique or memorable arsenals? With all the power at their fingertips, developers still rely on the tried and true Doom arsenal to pepper their games with variety. Nothing against Doom or iD Software, but that was 1994.

We are in the year 2015. The fact that I couldn’t recall any weapons from the latest Call of Duty is a tremendous problem. Even if the first game relied on period accurate weaponry, the series was known more for how it changed the way we utilize the guns more then the guns themselves.

Yes! That gun I’ve used in every game for the past 4 years!

Even with that, Call of Duty is eternally boring with it’s selection of firearms. You have the general ā€¯Weapon” category and then everything to broken into sub-catregories. Rifles, Machine Guns, SMGs, Snipers; you name a real life gun, Call of Duty has it.

While this may make sense for a Tom Clancy game with it’s focus on realism, Call of Duty should be pushing the boundaries of the genre. The games are the most popular thing in the medium and collect ridiculous amounts of money every year. You’d think Activision would want to spice things up a bit.

To lay off that franchise, what about any other games? Grand Theft Auto is guilty of phoning in the weapons. I remember the stupid glee I had when I first obtained the chainsaw in GTA: Vice City. About the coolest weapon I found in Grand Theft Auto V was a golf club.

Even Assassin’s Creed has basically stopped innovating in terms of arsenals. Since Ezio introduced the dual hidden blade, every subsequent game has contained it. Ubisoft then started throwing in items that took away from the idea of stealth (who the hell wanted bombs?).

Assassin’s Creed: Syndicate looks to remedy this problem, but I don’t know if one game series is enough. As popular as those games may be, shooters still reign supreme and have been stagnant for a long time. I don’t want to always rely on an M4 or ACR in my games.

I used to love old-school shooters with their insane, unrealistic and creative weapons. I loved how, when Half-Life took a turn for a more realistic style, the weapons remained unconventional. I truly love how Unreal introduced two firing modes.

Even their “real” guns had different modes.

Painkiller, a game which was seen as a bit vapid back in the day, has probably the best arsenal of any shooter around. There are only 6 weapons, but each gun has an alternate mode that is basically a new gun. It doubles the arsenal without bombarding the player with different models or information.

To that effect, Halo has always been fairly inventive with it’s guns. While some are basically analogues for genre staples, the Needler and the Plasma pistol are wholly unique. The pistol is also god damned incredible with how well it balances the multi-player (as far as the first game is concerned).

Unreal Tournament and Quake 3 Arena never had issues with balance as their arsenals were diverse and different. Obviously a rocket launcher was in both, but each game had a different feel and different fire rate. The rail-gun was a much faster sniper, while UT’s plasma rifle and ripper have never been replicated.

You can dig through iD Software’s past and find plenty of different guns. Quake had the lightning gun, Heretic had a damned staff and Doom introduced the world to the BFG 9000 (later upgraded to the BFG 10k for Quake 3).

And all was right with the world.

Then I go to my PS4, boot up Killzone: Shadow Fall and see weapons that can be replaced with any real world equivalent. It really makes newer games feel completely dated. What about when future warfare becomes a reality? Now these weapons will be old-school and worthless.

With the likes of old-school shooters, most of those weapons will never exist. Even if you could produce a facsimile, the game’s weapon would remain an entity unto itself. The fun wouldn’t be lost or feel lazy.

I would just like to see shooters try harder. The genre used to be a trailblazer for graphical technologies and creativity. Now, we pretty much have a paint by numbers system for creating first-person games. I don’t want that to be the standard.

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Splash Damage – Splatoon Demo Impressions

As a self proclaimed Nintendo fanboy, I was optimistic about Splatoon. I saw people playing it at PAX East, but didn’t get a chance to wait in line. While everyone looked elated, I wasn’t sold on the idea quite yet.

When I heard about a demo coming to the eShop, I figured that it would be a great way to experience the game in my own home. Why settle for a calculated and specified demo when I can just have at the game myself?

Nintendo, in their own esoteric way, decided to make the demo active for a few short hours. Instead of a typical weeks long “beta” that would give people a taste of the final build, Nintendo went ahead and included a server stress test in their demo.

Other than that being a clever idea, the limited window of opportunity made me excited beyond reason. Not only did I want to play this, I felt as if I needed to. I was itching all morning to give it a shot (had I realized there was a 7 am time, I would have tried it sooner!).

So I went about my usual Saturday routine of cleaning and volunteering; when I came home, I patiently waited downstairs fiddling around on my 3DS. The 10 minutes before the servers launched were an excruciating wait.

It’s amazing how I’ve written so much without even talking about the game. Nintendo somehow made the prospect of a demo special. I remember a time when having a sample of a game meant you either had to subscribe to a magazine or keep the preview disc that came with your console.

Ah the good ol’ days…

With the advent of the internet becoming integrated into a console, those special times were over. Microsoft allowed you to try out practically every game on the Xbox Live Marketplace via a demo. Sometimes the demos ended up being far better than the final product.

Splatoon‘s Global Testfire made me feel that way. I wasn’t going out and picking up a magazine, but I had to discover the existence of the demo and do some research into the timeframes the servers would be active.

Maybe this is just how Nintendo rolls, but I feel this was a great way to build even more hype over this brand new IP. Nintendo hasn’t really created an original idea in a long time (excluding Codename STEAM), so many people were playing the waiting game.

Without any kind of hands-on, I probably would have dismissed Splatoon entirely. It looked neat, but I’ve fallen out of online shooters as I’ve grown older. I occasionally play Counter-Strike or Team Fortress 2, but I don’t frequent them.

Nintendo’s approach to an online shooter is pretty novel. It may not be exactly original, but by removing the emphasis on fragging opponents and giving players a concrete goal in each map, Splatoon feels far more engaging than the usual shooter fare.

Color? IN A SHOOTER?!

The demo (which only ran for an hour) included two levels. They were a bit small, possibly to compensate for the 4 on 4 action, but they felt dense. I haven’t really taken the time to analyze the details of a game’s level design in quite some time, but Splatoon makes it almost essential to success.

With the objective being to cover the whole map in paint, you suddenly become obsessed with figuring out which areas can be covered and how fast you can get to the next point. The best way for success is not only cooperating with your team mates, but in finding areas that are less traveled.

You also can stake out vantage points and camp away. Thankfully spawn camping isn’t a possibility, but players are encouraged to discover safe spots and stick to them. With the central mechanic being squid mode and swimming through paint, even a relatively safe area isn’t 100% guaranteed.

The short time limit on each match made every second count. It was a chaotic scramble to cover your half of the map before the opposing team could even react. It made for exhilarating openers to each battle, even if I played the same map 4 times in a row.

There is also a mini-game during the load screens. While you’re waiting for players to join and the game to cache every file, you get treated to a retro style, Ice Climber-esque game about jumping to the top of a map. It may not be very deep, but it certainly beats staring at a blank screen and wishing for death.

Feels like 1983.

That small little change kept me actively engaged during the downtime between matches. I never had to worry about whether the game would continue or not. I was constantly trying to break a high-score that no one would ever see.

Really, I think Nintendo are on to something with Splatoon. The recent announcement that a lot of the upcoming DLC will be free is just icing on the cake. I may end up picking this game up on day one, a practice I haven’t done in some time.

This demo played out well for Nintendo, in my eyes. It’s also quite unique in it’s execution; a style so decidedly Nintendo that I wouldn’t want it any other way. Hopefully others got a chance to play, but know that Splatoon is shaping up to be quite the game changer.