Tag Archives: PC

Big Robots and Bigger Grinds

As mentioned when I wrote about Iron Brigade originally, I bought the game’s DLC expansion, Rise of the Martian Bear, shortly after completing the main campaign. I didn’t immediately dive into it and actually ended up taking an even longer break than originally planned. In fact, it had been so long that I considered not even playing through it since I’d surely lost whatever skills I’d managed to build up over the course of the original campaign, and I’d read that the expansion was notably harder than the original campaign to boot. Alas, despite some reservations, I finally talked myself into it.

Back in the trenches again!
“Back in the trenches again!”

When I finally got around to playing it I discovered that the game had been pulled from Game Pass, popping up a licensing error when I went to launch it. Not entirely unexpected. What was unexpected was my inability to actually purchase the damn thing! When I went to the game’s store page I received a weird message that the game was only purchasable on Xbox 360 or on xbox.com. Ok? At first I thought maybe this was an odd side effect of having already had the game installed, so I went ahead and uninstalled it and tried again. No dice. I begrudgingly went to my PC and pulled up the Microsoft Store webpage. Oddly, I got the same error there. Finally I had to resort to booting up my old Xbox 360 and buying the game there, at which point it worked normally on my Xbox One once again. This whole thing was absolutely bizarre and I have no idea what the issue actually was – I could buy some other Xbox 360 games on my Xbox One, just not Iron Brigade. Perhaps this is some sort of licensing issue but that’d be even weirder since Double Fine is owned my Microsoft these days.

Anyway, onto the game. First, if you’ve read my original blurb on Iron Brigade, Rise of the Martian Bear doesn’t really change anything I had to say about the game back then. Instead, it adds a 5 mission sort-of epilogue to the original campaign and expands the level cap, adding a fairly large amount of new, higher level loot to compensate. The new maps are, of course, playable cooperatively as well as in Survival mode. And that’s about it! That was plenty for me though, and just like with the original campaign I replayed every level until I managed to get a gold rating on it.

Fuck. This. Map.
“Fuck. This. Map.”

Getting gold on these maps was no easy feat given how rusty I was at that game. In fact, I was stuck on the DLC’s third level, Settlement, for quite a long time, trying a mind boggling number of variations in strategy and loadout before I finally nailed it. Things got so desperate that I even briefly dipped into Survival mode to try to score of the game’s more exotic, mode exclusive rewards to buff my damage output. Eventually I succeeded and brought my time with Iron Brigade to an end. For the record, a combination of carefully placed sniper turrets, a few machine guns turrets to help mop up Knobs, and aggressively running my dual Muerte Fiesta Numero 6’d engineering trench around the map to do as much of the actual Tube elimination legwork as possible myself was the key.

Rise of the Martian Bear doesn’t really do anything significantly interesting and the ridiculous story is perhaps even more throwaway than the original campaign, but it’s basically just a content pack, so if you really liked the base game (or absolutely loved it in my case) the expansion pack isn’t a hard sell. If you didn’t, well then there’s absolutely nothing redeeming for you here.

Besides that, the other game taking up a lot of my time lately is, of all things, World of Warcraft Classic.

Checking out the original Dwarf model. D'aww!
“Checking out the original Dwarf model. D’aww!”

During a long and tedious build up that seemingly started from the moment the game was first patched and continued with consistent nostalgic whinging about “the good old days” of so-called vanilla WoW (and increasingly, the Burning Crusade expansion and even later eras) on every relevant forum out there and culminating with Blizzard finally caving and announcing WoW Classic, I never really owned that particular pair of rose colored glasses. Sure, I had some great memories of the early days of WoW and yes, some of the changes subsequent patches and expansions made were debatably negative, but there were also innumerable improvements, some quite major, along the way too. As I saw it, I was fine with the glory days of World of Warcraft remaining confined to exaggerated “back in my day” anecdotes and as an effortless yardstick to compare other, newer MMORPGs against.

In the summer of 2018 I changed jobs, going from working in IT departments consisting of just a couple of dozen people at best to working alongside literally thousands of fellow geeks. As the launch of Classic approached we ended up with more than a dozen people on my team alone signed on to play and I figured jumping on the bandwagon could be a lot of fun. When Classic finally launched and I joined my co-workers on Discord, I was surprised to discover that a lot of the members of my original World of Warcraft guild from back in vanilla along with numerous other friends I’d known over the years also logged in fighting the same launch day queues as we were. Remarkably, it seems like almost every last one of my online gaming buddies was drawn back into the fold. How long most of them stuck it out, I can’t say, but despite most of the gaming media I follow dismissing Classic, it seemed like it was actually a fairly big deal in my circles.

I accidentally screenshotted hitting level 2. Also, sorry boars...
“I accidentally screenshotted hitting level 2. Also, sorry boars…”

After a lot of internal debate I decided to fully embrace my nostalgia, creating a character absolutely identical to the character I “mained” in vanilla – the same race and overall appearance, the same class, and I even managed to score the same name despite it coming from the in-game name generator. Gulmorok the orcish rogue was reborn (the original having since been converted into a dwarf and moved between servers multiple times in WoW proper, as discussed before.)

Personally, jumping back into what seems to be a pretty damn solid recreation of original World of Warcraft has been an absolute trip. It’s amazing how well I remember the zones, the enemies and the particulars of many of the quests, and even the idiosyncrasies of various mechanics. The original 2004 era graphics and sounds still hold up incredibly well too, which surprised me after long since getting used to the newer character models. What doesn’t hold up quite as well is the actual gameplay. In 2004 the design, a fairly shameless mass market friendly iteration on the EverQuest style of theme park MMORPG, felt pretty damn great if you were in to those types of games back then. Having long since moved on to successors like The Old Republic, Elder Scrolls Online, hell, even newer World of Warcraft expansions, the design of vanilla WoW certainly feels as dated as it sounds to describe it like that. It’s not so much “hard” as it feels like it’s been designed to just utterly disrespect the player’s time – tedious, grinding quests, huge amounts of travel between different areas, a poorly structured quest content flow, and of course the ever present joy of constantly bumping up against the poverty line, are all things probably best left in the past.

Much, much later, grinding in the Alterac Mountains.
“Much, much later, grinding in the Alterac Mountains.”

Case in point, in my mid 30s, I’m having to constantly bounce between zones to do quests that are actually level appropriate (a luxury largely enabled by third party addons and data dump websites, by the way) and I know that, just like in 2004, I’m quickly approaching the level range where a lack of ANY appropriate quests becomes the problem, requiring grinding dungeons or mobs to stay properly leveled and geared. Adding to that, I’m playing on a PVP server for the first time in years and Blizzard just turned on the honor system, meaning that people’s willingness to go out of their way to gank you while you’re busy trying to complete a quest or otherwise mind your own business is at a peak. Of course as a rogue I’m uniquely equipped to deal with these assholes, or at least take opportunistic revenge on them, but it’s still annoying. Fun times!

While I have been tempted more than a few times to jump off the treadmill and devote my limited free time to playing through more single player games, I’d be lying if I said I wasn’t having fun. The Azeroth that Blizzard built with World of Warcraft remains still somehow compelling to me, and looking forward to when PVP battlegrounds are finally launched and my co-workers and I can put together some “premade” groups is keeping a lot of us going for now.

In the meantime, Blizzard just announced yet another World of Warcraft expansion and Diablo-fucking-4, both of which have my attention. Despite being increasingly clear that they’re no longer the same company I fell in love with, Blizzard is still somehow managing to make a case for its relevance in my gaming life.

Settlement map screenshot taken from from misc. places on the Interwebz. The in game shot is actually mine though. An original Xbox 360 screenshot on here? Is this the end of an era?! Probably not!

Buried in Sand, Hand in Hand

Another long overdue update!

Having burnt myself out on PlayerUnknown’s Battlegrounds and still yearning for a relatively tactical FPS on PC that I might be able to recruit some of my friends into playing, I had caught wind of Insurgency: Sandstorm. I played the original version of Insurgency a fair bit when it was still a Source mod and really enjoyed the combination of tactical squad combat and its brutally (if not totally unrealistic) pin-point accurate ballistics model. Insurgency turned into a standalone retail product at some point but I never got around to trying that version, though it was fairly well received. Insurgency: Sandstorm is its long awaited sequel. Watching a trailer and some preview coverage on YouTube it really looked like it was shaping up to be something amazing; the type of shooter that the grognards who still cherish a return to the days of the original Ghost Recon might go all in on, and as such it’s been on my watch list for quite a while now.

Sloppily bounding towards our objective.
“Sloppily bounding towards our objective.”

This, unfortunately, might be one of those cases of something looking notably better when viewed from afar. Entering its final early access beta, I eagerly bought Sandstorm and jumped in to play some bot matches and was immediately shocked by how janky it’s previously slick looking gameplay actually felt and, if I’m totally honest, how ugly it looked in action (mostly the character models and animations) relative to the beautiful preview footage I had seen. After playing a few matches I started to enjoy the weighty feeling movement and the deadliness of the combat, being quite a departure from any of the other FPSes I’d been playing recently and something I’d dearly missed since the good old days of America’s Army 3. Still, knowing that there was no damn way I could successfully convince any of my friends that this didn’t, in fact, totally suck, I ended up quickly uninstalling the game and considering pursuing a refund.

This was just before launch, back in December, so to give it a fairer shake (to ease my regret for not getting that refund if nothing else) I’ll probably check it out in the future after its had a little bit longer to mature. In fact, installing it to grab a few screenshots has already left me with a better impression than I had last time around, and viewing update notes leaves me believing that it’s still being improved and supported quite well. For now though, the game mostly serves to remind me that I’m still quite capable for falling victim to my own hype. I should really know better by now.

Sandstorm's damage model is quite brutal - a single direct hit pretty much takes care of things.
“Sandstorm’s damage model is quite brutal – a single direct hit pretty much takes care of things.”

Speaking of which, at around the same time I was randomly drawn to Conan Exiles. I honestly can’t tell you what it was that suddenly caused my interest to perk up, but I’ve always been a fan of Conan and I really liked the art style and overall conceit of the game. Seeing no real interest in playing this sort of game from any of my online crew, I generated a single player world and hopped in solo. For several intense days, including a couple of days during which I was stuck at home miserably sick, I was completely enthralled (*rim shot!*) but once I got the basic gameplay loop worked out, with a small but stable base of operations, and had seen a little bit of the world and what the game generally had to offer, I’d pretty much had my fill of what was increasingly becoming overly repetitive.

Despite abandoning the game pretty quickly, I actually really liked what I played. The graphics and overall design of the world were awesome, and the construction and tech trees were really cool. I admit, the world felt a little lonely when playing solo, but that’s on me more than the developers since it’s clearly designed to be played online. Honestly, I can easily imagine this being a game I’d have totally fallen in love with if I had played it online with a group of friends on an active, highly competitive server, not unlike the experiences I’d described in the past about my brief but memorable time with Rust (though with perhaps even more nudity!) Really, in so many ways, Conan Exiles is basically just a version of Rust with more polish and a setting that caters to my personal tastes a bit more, which is much more of a compliment than it probably sounds like it is.

Religion and slaves, check. Game over?
“Religion and slaves, check. Game over?”

Likely, I’ll install Conan Exiles again at some point, though probably with some mods installed to make the grind of playing solo a little more tolerable, and if any of my friends ever show any interest in playing I’d jump at the opportunity to hop back in and reinstall it in a heartbeat.

Shifting over to console, I’d been tempted to look at Xbox Game Pass since I first heard about it. The original allure was unlimited access to all of Microsoft’s first party Xbox One titles, which is fairly compelling in and of itself, but they’ve continued to add more and more great content to the subscription. Of course, they cycle it in AND back out from time to time, and they don’t really announce how often things get removed, so it’s a little hard to judge exactly what else you’re getting access to at any point in the future. Even still, as long as there’s at least a couple of games you intend on playing in the future, it feels like a no-brainer. I finally signed up and jumped into my first game not too long after, though I’m still working on that one so I’ll wait to talk more about it in my next one of these updates.

There are plenty of first party games I’m excited to play though: I want to get caught up on the Gears of War games, having enjoyed the first couple. I need to play Halo 5 finally, and also at least the first Halo Wars. State of Decay 2 is still looming large in my backlog too, and I’m sure there are many more. Being more than a little bit of a “patient gamer” I do find it disappointing to see some of the 3rd party games that originally convinced me to subscribe to Game Pass already leaving before I’d had a chance to play them, but I guess that’s just a part of the package.

Insert corporate tagline here!
“Insert corporate tagline here!”

Oh, and shortly after signing up Microsoft announced Xbox Game Pass Ultimate which is more or less just a combination of Xbox Live Gold and Xbox Game Pass. Even more of a no-brainer! Plus they’ve cleverly tried to tempt us to switch our accounts over by combining remaining Xbox Gold and Xbox Game Pass time for Ultimate credit. This lead to a lot of people scheming to buy up as much Xbox Gold and Xbox Game Pass time as they could before switching over to take full advantage of the generous conversion policy. A huge win for Microsoft, as they’re surely looking to lock more people into their ecosystem in advance of the release of the next Xbox console (currently dubbed Project Scarlett) in 2020.

Traversing the ruins of our childhoods...
“Traversing the ruins of our childhoods…”

One game I did complete thanks to Game Pass is The Gardens Between. I hadn’t heard of this little indie gem at all until it appeared on The Computer Game Show podcast, where it unexpectedly ended up stealing their 2018 game of the year spot. I was already intrigued by the discussion and the fact that it was supposedly a relatively quick play, but then to find out I already had it on Game Pass? Sold!

The game’s first impression, with its vibrant, whimsical, and slightly cartoony art style, is definitely very positive, but indie games with brilliant graphics are (awesomely) becoming less and less of a standout quality these days. More unique, The Gardens Between’s gameplay is something else entirely. First, despite how it might appear from screenshots and videos, this game is a puzzle game first and foremost. Your two characters automatically traverse a series of small, surrealistic stages somewhat akin to an “auto-runner”. They’ll run into obstacles of various types while trying to reach the end of the stage and your role is to try to figure out how to get them around those obstacles – to solve the puzzle, in other words.

Trickier than it looks, I promise!
“Trickier than it looks, I promise!”

You don’t control your characters’ movements directly, rather your control comes from forwarding and rewinding time. I once heard someone describe this as being something like Braid minus the platforming which feels pretty apt. Even though your characters will follow the same path forward as long as possible, the obstacles in the world survive your time related antics which allows you to manipulate the environment around them. For example, one of your characters runs into a raised drawbridge where they get stuck but your other character ends up near a lever that lowers the bridge a little later. You then rewind time so that the first character can then cross the now lowered bridge. As you might imagine, these scenarios can get much, much more complicated, with you needing to carefully line up objects and movements typically quite a few times per stage, often taking some real lateral thinking. It can be a bit trial and error oriented too but given the ability to rewind time those “errors” are never really all that punitive.

There is also a narrative here. Involving childhood friendship, it clearly attempts to play on some fairly universal emotions. From some reviews and impressions I’ve heard from other people the game is plenty capable of really affecting you though beyond being overall fairly charming it didn’t quite pull my heartstrings in any major way. It did leave me wondering where it was going the entire time though which was interesting in a different way though. Still, all said and done, it was a great little game that I’d recommend if you need a palate cleanser between longer games or if you just love these sorts of odd puzzle games.

More soon!

The Gardens Between shots were stolen from Google Images.

A Farewell to FRAPS

I originally purchased Beepa’s FRAPS back in the early 2000s to do some gaming video captures for my old clan. I put together a couple of little video promos for us, and another couple just to show friends at work, but I did relatively little with it. Keep in mind, this was all in the infancy of gaming videos, a few years before YouTube launched, never mind became popular. A part of me wishes I had kept with creating and editing videos – you could be watching this on my hugely popular, fully monetized YouTube channel instead of reading it on a seldom visited, poorly written blog right now! I digress…

Regardless, FRAPS remained a fixture on my PCs thanks largely to me starting this blog and making it one of my goals to include my own high quality screenshots depicting actual gameplay whenever possible. Most people would agree that it’s much more convenient to bind screenshotting (and saving) to a single key rather than using any of the more complicated methods of capturing to the clipboard, particularly when attempting to screenshot a game you’re actively playing.

Screenshot Options in FRAPS
“Screenshot Options in FRAPS”

More unique to FRAPS was the ability to toggle repeating screenshots on and off. That is, instead of taking a single screenshot, FRAPS can automatically take screenshots over and over again at a certain interval. I’ve made great use of this feature to capture action rather than all of my screenshots consisting of nothing but character vanity shots and scenery. See The Tale of Garn series for a huge number of examples.

FRAPS was easy to use, very light on resources, and produced good results. Unfortunately development was never all that rapid, and suddenly slowed to a total stop in 2013. While the latest version (3.5.99) technically works in Windows 10, it doesn’t support DirectX 12. That, and it flat out doesn’t work in many games. With it falling out of favor with users, game developers have no incentive to ensure compatibility on their end either. Adding to the laundry list of issues, capture codecs haven’t been kept up, nor does FRAPS support many functions that would help keep its place as essential for today’s “let’s play” focused video producers and streamers.

In 2016 a story broke that Beepa were working on 3.6.0 which would include proper Windows 10 support. There was no ETA, just a vague assurance that it was being actively worked on. Yet, here we are in early 2019 with no new version of FRAPS nor even a single update on the official FRAPS site since 2013. It’s clearly time to move on.

Unfortunately moving on hasn’t been so easy. When searching for suggestions for FRAPS replacements, the most common responses by far are recommendations for other video capture utilities. Those popular with streamers such as OBS and Action! as well as some of the newer bundled capabilities such as Nvidia’s Shadowplay and Windows 10’s Game Bar are the frontrunners. But how many of them can do repeating screenshots? Seemingly none of them!

Screenshot Options in Bandicam
“Screenshot Options in Bandicam”

Then I stumbled across Bandicam. I’d heard of Bandicam a few times since it was released back in 2009, but didn’t know much about it. In fact, I was always under the impression that it was more for web cam use, for some reason. In reality, Bandicam seems to be as close as a 1:1 FRAPS replacement as I could hope for. Bandicam features an FPS overlay that works almost identically to FRAPS’s. Even the price and licensing schemes are very similar. It can record video in a number of formats, and it also includes some of those aforementioned “let’s play” features that FRAPS lacks – water marks, webcam overlays including chroma keying, and a separate voiceover audio channel. Most importantly, I was amazed to find that it supports screenshots with what seems like a carbon copy of FRAPS’s screenshot options screen. Bandicam is clearly gunning to replace FRAPS!

So, how’s it actually work? Well, I had some major issues with the screenshot capture. Setting the repeat screenshot to repeat every 2 seconds, I noticed that every screengrab caused the frame rate to dip drastically – dropping from 70 – 80 down to the 40s for a split second in the first game I was testing with. Obviously this caused my average FPS to be a lot lower and, more importantly, made the game feel noticeably “hitchy”. It wasn’t utterly unusable per say, but it was far from what I was expecting. With FRAPS I usually had zero indication that the screengrabs were even happening.

While I was disappointed, I don’t give up that easily. I tried different save formats, I tried saving to a different physical drive, and I tried switching to various other games in case it was a incompatibility with that specific engine, only to find my performance was either unchanged or actually worse. Out of curiosity, I tried capturing video and was surprised to find that there was only a tiny performance hit – less than 10 FPS for a high quality 1080p capture. Whaaa…?! Why in the hell is screenshotting so taxing?

As a last ditch effort I switched Bandicam from “Game Mode” (which hooks into DirectX) to the basic screen grab mode and configured it to do a fullscreen capture of just the monitor I usually game on. The result? No performance hit at all and the screenshots looked great. Well then…

Bandicam's Status Bar (Pinned)
“Bandicam’s Status Bar (Pinned)”

The only downside of using Bandicam this way is that the FPS counter display requires that I’m in Game Mode. Almost every game these days has its own way to display the current frame rate so no big loss there, but in both FRAPS and Bandicam, the counter is also used for indicating when the program is actively screenshoting or capturing video. This is extremely useful for verification of whether a screenshotting or video capturing has been toggled on or not. That said, Bandicam does allow you to “pin” a little status bar to the top of your screen when using the basic screen grab mode which, while a little intrusive, seems like a fair trade-off. Alternatively, you can just collapse the main Bandicam window and have it on a different display. Not bad!

So there you have it – I’m making the switch! Oh, and just to make sure you don’t think I’m getting paid to shill for Bandicam, I should mention that it’s released as shareware, with the only limitations being a watermark and a 10 minute limit on videos. While this probably prevents the free version from being too useful for any serious video recording, the screenshot functions appear to be entirely uncrippled. Enjoy!

A popular video capture software that actually *does* support repeating screenshots is the well-loved Dxtory. Unfortunately Dxtory seems to be early in the process of going the way of FRAPS – support seems to be slowing for it, with no new updates in two years or so. On the contrary, Bandicam seems to be adding more and more features every few months and virtually every issue or missing feature I’ve seen people complain about has been addressed in the last year or so.