Battlefield 6 is fine, but too expensive.

As we approach the end of the year, I’m pretty tired. I have a bunch of cool writeups I should finish up (Blue Prince! Omegathon!), and a few posts like my writeup of Horses that could go up, but I’m somewhat hesitant to actually post, because they’re both A) slightly soul scouring and B) I think Horses purely as a video game is pretty banal, and not some sort of incredible and transformative piece of interactive media. Wheels of Aurelia was more innovative in it’s mechanics and narrative.

So while scrounging around for something to talk about, I remembered that I’ve played 100+ hours of Battlefield 6. So lets talk about that real quick.

A quick confession.

I loved Call of Duty. However, just over four or so years ago, I stopped playing Activision-Blizzard games. If that wasn’t clear enough, when Diablo 4 came out, I made some statements that will probably prevent me from ever being invited to certain press events. Really, the kick-off for all of this was when Blizzard censored a Hearthstone player protesting for Hong Kong. I really don’t like it when companies kowtow to authoritarians of any stripes, so I stopped playing their games. No Overwatch. No Starcraft.

But I missed Call of Duty the most. I loved me my stupid gun shooty game, and I’d fire it up every day after work on my travel laptop. There’s some deep think-pieces on the the soft power image control of the military gun violence fantasy, or the jingoistic nature of the campaigns in these games.

I don’t think I’m qualified to write that piece and frankly, I’m not very interested in trying to write it. I didn’t even play the campaign in Battlefield 6, because I’ve never understood why you would play the campaign in one of these live service shooters. I’m just gonna talk about the game as it is for me, which is mostly Call of Duty methadone.

The General Overview

I was gonna joke that I could just copy my Battlebit review across for this part, but I actually can’t. My general take on Battlefield 6 is that once you’re in a game, the general experience is pretty good.

Guns work well. Movement feels good, and a lot of the weird secondary gadgets are quite useful. Maps are mostly even and pretty well designed.

There are definitely weak points. The map pool is a bit anemic, and pretty much every game mode reuses the same maps. I wish the engineer class had a second gadget that was actually useful modes without vehicles.

But once you’re in a game, it’s a good time. Everything that isn’t the game though?

It sucks.

The game is $70, with an in-game cash shop and battlepass. The battlepass has it’s own mini-battlepasses, with timed challenges for maximum FOMO. If there’s a way to make more then 3 loadouts for a given class, I haven’t found it in the labyrinthine menus. Getting the game to even launch for the first time is a pain, not a huge pain, but a pain.

Every update also seems to make the game slightly worse. The most annoying one for me is that helicopters seem to have some sort of animation culling turned on now when they’re far away from me, and given that helicopters are in the sky, they are usually far away from me. It makes it look like a Pokemon game.

Also, now it’s time for the longer set of complaints

Battlefield isn’t realistic, or super memorable.

If there’s anything I’ve learned from reading ACOUP, it’s that I don’t know anything about war. And if there’s anything else I’ve learned, it’s that games will almost always sacrifice fidelity for fun. By default this does not annoy me. When Battlefield 6 added the cash shop, I wasn’t pissed because someone could now play as their fursona, I was pissed because I had already paid $70 fucking dollars for this game.

That said, for a game about high troop number combat, you would think there would be literally any way to meaningfully communicate with the other 28 people on your team. I’m pretty sure modern war isn’t conducted by taking 32 dudes, giving them thousands of dollars in military hardware, and then pointing at a burnt out mall and saying “Go fuck em up!”.

But wait, you say. You say 32, then 28. Those are different numbers. Yes, they are, because you do have voice chat with your squad, but you only have text chat with the rest of your team. I have used the text chat maybe 4 times total. The only time it had any measurable impact was when one teammate was complaining that a challenge was too hard, that they could not overcome it, to which I suggested that “through jesus christ all things are possible”, which was followed by a series of “amens” from other team members.

They managed to complete their challenge.

Side Note: I suspect that the Lord, if real, and in the habit of intervening in the mortal world, has better things to do with their time then help someone get three air vehicles kills in one match, but what do I know.

I also mention this because in 134 hours, it’s the only memorable moment I’ve actually had in game. There’s no building, so there’s no real opportunity for anything clever or tricky, just destruction. It’s a bit of a bummer.

The lack of communication would bother me less if the classes were less obviously synergistic. The assaults spawn beacon is the only reasonable way to make extended pushes across the map, but you can’t push with one person. The engineer is the only class that can reasonably deal with vehicles, but without extra rocket rounds refilled by the support, is going to do have a very hard time doing that. Recon can paint vehicles with it’s gadgets, enabling faster lock-on for the engineer, but without that engineer to followup, it’s pretty much useless. Support enables everyone to do their job better, with extra gadget and grenade usage, but can’t do any of those jobs particularly well on it’s own.

It’s just aggravating for a game where communication is key to have no communication. Now, if I remember correctly Battlebit did have local voice chat, and the result of that was every game started with a cacophony of racial slurs, Free Bird, and Fortunate Son, but at least it was possible shout “Rez me” at someone.

Overall

I personally enjoy Battlefield 6. I don’t really recommend it though. It’s a pain in the ass to get running, it costs too much too much money, it’s lacking quality of life features, and goes hog wild everything that’s bad about modern live service games.

I don’t even think it’s a bad game. I just think you can more better games for $70. For that sort of money, you can go buy Titanfall 2 and Blue Prince, and a lot more if you’re willing to wait for a sale.

Battlefield 6 is that one restaurant in town that’s just a bit too pricey, but no one in your friend group hates. It’s a good place to hang out, chat, catch up, but if anyone could really make a choice, you’d all go somewhere else.

FragPunk

Wikipedia says that Chess has been around 600 years, which coincidentally is the same amount of time I would need to play it to really review it. When a game is popular enough and played at a high enough level, I don’t think there’s much point in critiquing it as tourist, unless you’re specifically trying to observe the new player experience.

I feel a similar way about Counter-Strike, and as a result, its strange progeny: FragPunk. The tactical shooter as a genre, like Chess, is one of those things that people have been playing forever. As such, if you’re the sort of person who knows what ‘tactical shooter’ means, and likes the genre, you are not going to get anything from this writeup. There is nothing I can say that will tell you if you’ll like FragPunk or not.

You’re excused for today.

The main thing that separates a tactical shooter from its other FPS cousins is the primary game mode: bomb defusal. It’s played with two teams of five across several rounds, with one team on offense, and one team on defense. Players only respawn after a round finishes.

The team on offense needs to reach one of the two bomb sites, plant the bomb, and then defend it until it detonates. The team on defense needs to either stop them from planting the bomb or, after the bomb is planted, defuse it. In addition, offense wins if they kill every member of the defending team, and defense wins if they kill everyone on offense before the bomb is planted.

This, then, is the starting recipe for the genre, one that every designer then makes their own variations on.

Counter-Strike has an interesting economic system of buying weapons and equipment, occasionally putting teams into positions where taking a loss in order to pool resources for a stronger round later is the right strategic choice. Valorant takes elements of a hero shooter, turning each character into a specialized agent with special abilities.

FragPunk has cards.

At the start of each round, teams can spend a resource called Crystal on activating cards. Activated cards have an effect that lasts through that round. Cards range from “neat” to “what the hell.” My personal favorite is probably the one that lets defenders pick up with and run away with the locations the bomb is supposed to be planted at.

I will say that after playing 40 hours, the cards feel less random than they did at the start. I’m not sure this is a bad thing, but the sense of “Wow, they covered the map in grass and made us crabwalk!” has been replaced with a sense of “Yup, they popped big heads. Guess I’ll try to avoid peeking down long corridors.” The magical has become the mundane.

Finally, this is a F2P game, so let’s talk about the elephant real quick: In-App Purchases.

Macrotransations

FragPunk doesn’t feel much greedier than any of its peers. On the other hand, no single mosquito sucks less of my blood than any other, so that doesn’t count for much.

There’s a premium battle pass, and there’s an even more premium battle pass. There’s a gacha draw system for weapon skins.

I paid for the ($20) battle pass, as I did play like 40 hours. But I kind of hate the lootboxes. I’m not sure why I hate them more than I usually do, but I do.

Overall

I like FragPunk. It’s nice to play a tactical shooter where everyone else hasn’t been grinding it since before I was born. I’ll probably keep playing for a bit, or until everyone else in the friend group drops off. If you like first person shooters, and don’t have a compulsive urge to gamble, you could do worse then checking out this F2P game, since games are apparently going to cost $80 in the near future.

Strafe could have been great

It’s been a struggle to find something to write about this week. Plucky Squire comes out later today, but I don’t think I can finish it before tomorrow. UFO 50 has a similar problem.

I was trying to finish every game Tom Francis ever made, and make that into a bit. But Morphblade is too short and I’m bad at it, while Heat Signature hasn’t grabbed me the same way Tactical Breach Wizards or Gunpoint did. I still intend to play it.

So instead I’m going to write a bit about Strafe, technically now called Strafe: Gold Edition on Steam.

Strafe wants to be a combination of a roguelite and boomer shooter, I think mostly in the Doom vein. I say “Wants to be” and not “is” because a lot of the meaningful roguelite mechanics are missing. There’s no 3-pick-1 upgrades, or branching paths. Its obvious roguelite features are just some light map randomization and permadeath.

I only have one complaint about Strafe. Unfortunately, it’s a big one, and I’m going to illustrate it with a million different examples.

Here it is: Strafe sucks at letting the player have fun. It has the fun moments, and boomer shooter experience, but it hampers its own gameplay in a bunch of stupid little ways. Lets go through them shall we?

A million little issues.

Let’s start with the guns. Strafe has maybe a dozen different guns. They’re all kind of interesting. They’re all fun to shoot. Cool! These sound like good things.

Except all of them have the most miserable ammo pool I’ve ever seen, and you can’t pick up extra clips for them. The player can shoot them until they run out of ammo, at which point they are useless. (The primary gun excluded)

There might be legitimate reasons to only give the player 8 rounds of rocket launcher ammo, but why do I only get a single clip of bolt pistol rounds? What exactly was the train of thought that went, “Hey, in our game with a dozen different guns, let’s not let the player ever really use more than one in a run”?

Also, it makes me run into the hoarding issue. Because I have limited ammo, I never end up using anything but my primary.

I’m just taking images from their press kit because I can’t be bothered to boot the game again.

Next up: Enemies. Strafe’s “thing”—if you want to call it that—is that the game makes it really easy to bunny hop. You basically jump around, gaining speed, to traverse maps quickly. So most enemies are fine. They either shoot projectiles, or chase the player, and are generally non-obnoxious.

Except there is an entire category of enemies that spit acid onto the floor, or spawn acid spewing orbs. The player loses health when they step on acid, and many of these enemies are semi-immobile and obnoxious to deal with. So the movement design says “Run around fast!” and the enemy design responds “Yeah, so you can step in the acid you stupid idiot.”

Speaking of things that make running around fast suck: dark levels. Why are they here? Did a single playtester ever say “You know what would make this fast paced permadeath FPS even better? Not being able to able to see anything.” Or did that just come to the devs in a fever dream?

Please note the 2 remaining rounds on this gun, after which it will be repurposed as the world’s least efficient club.

Also: Key Hunts. Strafe is heavily inspired by Doom, so of course it has doors that require keys to open. Keys that must be picked up. Do you know what I really don’t enjoy in my fast paced boomer shooters? Walking around a map for 10 minutes having killed all the enemies trying to find a single corpse holding a keycard.

Even the secrets are infected with this weird “Get in your own way”-ness. One minor one is the ability to pick up a Superhot style shotgun, making it so that time only moves when the player moves. It’s an enjoyable, clever Easter egg, that adds a cool level of control to movement. It’s incredibly fun pickup.

And it has 25 rounds, and you cannot switch off it to other weapons, or pick up barrels to throw while using it.

The End Result

Many games are bad because something about them is intrinsically broken. Bad art, bad narrative, bad mechanics. Strafe is bad because every single time it looks like it’s going to let the player have fun, it gets in its own way.

I don’t know why this is. Maybe the developers felt that they had to make the game difficult. Maybe they brought across design principles from Doom without questioning them.

I also don’t know that I really care. I don’t recommend Strafe. It’s not just fun enough to be worth playing.

But whatever. At least I got a writeup out of it.

Deadlock Preview

This isn’t a review.

Deadlock isn’t out yet. You can’t even play it without a closed beta invite.

They’re not hard to get, but still.

By the time Deadlock is out, it’s likely that it will have morphed into something completely different from what it currently is.

That said, even in its current state, I’ve already played 80 hours. So I do want to talk about why, and why you might enjoy this game enough to try to play it now.

Why You Might Like Deadlock

Deadlock is Valve’s most current semi-public project. It’s a MOBA/FPS hybrid, taking elements from both genres, and adding a few new elements of its own.

And that’s the first reason to try it. Most of the folks I’ve been playing with are Dota 2 and League players. If you really enjoy those games, and generally like FPS games, Deadlock might be for you.

The other big reason is if you have an appetite for novelty. There hasn’t been a game like this in a long time. Monday Night Combat and Super Monday Night Combat servers went down ages ago, and Deadlock offers a much greater depth from its MOBA elements than those games ever did. There’s also tons of weird interactions to discover, tricks to find, and just general space to play and explore the game’s systems.

This is a game where (at least at my skill level) it’s possible to win a fight with expert positioning and the ability to click heads. It’s equally possible to just have a good enough sense of the map to farm everything out, and show up to the fight with flush with items and wipe everyone out with abilities while being unable to shoot anything.

These are the things that make me love it. But they might not work for you.

…and Why You Might Want to Wait

Deadlock is unfinished. It is probably not quite balanced yet. And it can be kind of buggy. And has a bit of a learning curve.

Most of these (outside of the bugs) are positives for me. But if you’re the sort of person who gets really annoyed when someone on the enemy team shows up and kills you in two seconds, you may have a bad time. If you’re the sort of person who gets annoyed when a creep wave bugs, and doesn’t push properly, you are going to suffer.

And there is a big learning curve. Just like Dota, this game has dozens of items to learn, many of which have activated abilities. It also has one of the densest maps I’ve seen in a MOBA, and even after the 80 hours I’ve played, I only have a general sense of where everything is.

Also, the art, while quite good, is not up to the Valve standard just yet.

Overall, Though

Deadlock is likely to be my most played new game of the year. It’s entirely possible it actually replaces Dota 2 as my “lifestyle” game, a slot that Dota 2 has occupied for almost 10 years.

There’s no reason to rush to play Deadlock just yet. It’s likely that it will be a much more complete game by the time it reaches a full release. But while there isn’t any reason to rush in, I really cannot overstate just how fun I’ve found Deadlock to be.

Stalcraft

Ed Note: Most of this writeup was written earlier in the year, around Christmas, as was my time in the game. Some of this info may be out of date. Still, Stalcraft is weird enough for me to want to talk about, even if I don’t plan on playing anymore in the near future.

Stalcraft is strange. If you want to know why and don’t care about context, you can skip ahead to the section titled “The Weird Bit.” If not, let’s lay some groundwork, and do a normal review before everything goes off the rails.

Stalcraft is a F2P pseudo-extraction shooter that takes place in the Chernobyl exclusion zone. It’s inspired by the short story “A Roadside Picnic,” using much of the book’s language and terminology. The game’s title is a portmanteau, that thing where you combine two different words into one word. The words in question here are “Stalker” and “Craft”.

If you’re going “Wait, isn’t there another game that does this?” don’t worry. We’ll come back to that.

In the game, you’ve suffered a hallucination, and woken up in the Zone—the game’s shorthand for the Chernobyl exclusion zone. You pick one of two starter factions, then you slowly work your way up through the ranks of various bases, completing quests, and traveling across the map deeper and deeper to try to understand what caused you to end up in the Zone.

Gameplay Loop

After creating a character with one of the game’s two starting factions and being given a brief tutorial, you’re dropped into the Zone with a location for the main story quest, a base to return to, and about 5 bullets.

Most of Stalcraft’s gameplay loop takes place across the game’s various zones. Zones are permanently PVP-enabled between factions, and full of enemies

There are two primary parts to Stalcraft’s gameplay loop. Both parts have the player adventuring out into the zone. One is quests, and the other is just general looting and gathering.

A Hunting We Shall Go

Looting and gathering in Stalcraft is fairly simple. Load up your inventory full of bullets, go into the world, travel to various areas, and shoot everything that moves. Since this is an extraction shooter, if you die, you will drop your stuff. Well, not all of it. Some items, like your weapons and armor stay, as do a few quest items. But ammo, snacks, and med-packs are goners.

Stalcraft equipment follows a pretty standard F2P game sort of model, with each piece of being upgraded from older equipment. Doing so requires gathering various zone based resources. For PVP protection, when you’re killed the resources drop, but other players can’t use them.

Instead, they drop in a backpack, a container that can only be opened by the person who gathered the resources in the first place. The result is that it’s not really possible to progress your gear by PKing, but it is possible to PK for a profit by killing other players. Then ransoming their items back to them.

It’s a very slick piece of design. It forces players to engage with the primary system/loop, while still rewarding player killing, and preventing it from becoming a primary method of progression.

A Noble Quest

Quests, on the other hand, involve the same general “running around trying not to die,” but with a more story directed focus. And for every quest that asks you to kill 10 boars, you’ll get one that’s a bit stranger.

Crawl into a dog kennel, and solve a jumping puzzle.

Solve a mildly frustrating riddle.

Deliver these items.
Into an active volcanic area.

They’re some of the strangest and often incredibly hard things I’ve ever had to do in a video game. Sometimes that’s because they’re janky, and sometimes that’s because… well, you have to cross an entire map of enemy players to get to the place to actually do the damn thing.

The Weird Bit

If you’ve been paying attention, or looking at the screenshots, you might have started to put something together. Or maybe you also play a lot of games.

See, while Stalcraft now is a fully standalone game, that’s not what it started as.

You ready?

Stalcraft is/was a mod/private server for Minecraft, with the majority of the game, setting and world taken from the open world game STALKER, and its sequels.

The end result is that Stalcraft is a sort of weird chimera of design. Why are there so many (awful) jumping puzzles and riddles? Because those are comparatively easy to design and implement in Minecraft. Why do all the characters look the way they do? Same thing. Why are the characters and story so weirdly detailed and thought out? Because the whole thing was almost just ported over from another entire game.

To be clear: at no point did StalCraft team, as far as I’m aware, give a penny to anyone above. They just kind of… built someone else’s game inside their own game, and turned it into a generally fun, if aggravating extraction shooter.

It’s incredibly novel, and I’ve just never seen anyone do something quite like this.

That’s all very nice, but should you actually play it?

I played about 70 hours of Stalcraft before I burned out. Ultimately, this is a F2P game, with F2p monetization. Unless you have a huge amount of time or money to burn, you’re not getting to endgame.

That said, it’s an incredibly unique experience in the F2P genre. It can be tense, funny, and aggravating. I got killed and had my corpse camped, only to run back and die over and over again.

There was also a time I killed someone in an enemy faction sort of out of panic, looked at them, realized I didn’t really care if I killed them, rezed them, and then we just looked at each other and ran off.

I think what makes Stalcraft worth playing is how different, weird and janky it is. It’s not the same as something being good, but compared to so many other games, it’s interesting.

In many ways, the general experience reminds me a lot of Sea of Thieves, though slightly more dangerous. You’re dropped into a playground, full of glass, bits of irradiated metal, and told to go play with the other kids, some of whom will beat you up. And sure, the whole thing is cobbled together: those monkey bars are rusting, and some car somewhere is blasting Russian Christmas carols.

But god, if it isn’t fascinating.