Category: FPS

  • 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 Some of this info may be out of date.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.

  • The Finals – First Impressions

    Naming your game The Finals is a bit of a crime against words. It also makes me wonder if the game ever had some sort of comp scene, what that would be called. The Finals finals? Finals of The Finals?

    Regardless of the weird naming, The Finals was neat enough for me to put 7 or so hours in. So here are some first impressions after that time.

    And this is where I’d put my in-game screenshots, if I’d taken any before the beta went down.

    Gameplay

    The Finals is a multiplayer shooter, and most of the game’s novelty and innovation comes from everywhere except the shooting. The Finals’ innovation starts with its game modes: Cashout, Quick Cash and Bank It.

    Gamemodes

    Cashout and Quick Cash follow the same general structure, but with different numbers of teams and objectives in the game. In both cases, the goal is simple: get to a box, bring it to a deposit point, and then defend it while it deposits.

    In Cashout, the game’s competitive mode, it’s four teams of three against each other, and in Quick Cash it’s only three teams of three. The scoring also changes between modes. Quick Cash requires 20,000 points to win, and only spawns 10,000 point boxes, making it effectively the first team to get two points. In Cashout, it’s 40,000 points. In addition, getting team wiped costs a large amount of points.

    Bank It is closer to something like the dog tags mode from Call of Duty. There are various coin spawns around the maps, and enemy players drop the coins they’re carrying when defeated. Once picked up, coins have to be deposited in boxes that spawn in for about a period of 90 seconds to actually be added to your score.

    What’s interesting about the game modes is that while I was playing them, they did generate a bunch of interesting decisions. Is it better to rush an enemy team that is trying to capture, or just to go after another objective on your own? Should you go in now, or try to wait for the third team on the map to attack first, then swoop in to clean up?

    Traversal

    The most interesting part of The Finals for me is the traversal, and traversal mechanics. In the context of this game, that can mean several things. It can mean putting down a zipline to go over a gap, a jump pad to make a surprise entry into a skyscraper, or a dash to zoom down alleyways.

    Or, if you’re me, ignoring that and smashing through everything in your path.

    One of the biggest features in The Finals is a incredibly high level of destructibility. Almost all smaller buildings and objects can be blown up or smashed to pieces, allowing the impromptu creation of entrances and exits. I’ve played games with high destructibility before, and often they end up turning the map into a giant pit as players destroy and destroy and destroy. But The Finals neatly manages to avoid this pitfall (ha) and maintain the structure of its maps while allowing much of them to be destroyed.

    The end result is that a coordinated team can go across a gap, up 5 stories, and then through most of an office building in about 15 seconds. For me, this was the most fun part of the game, and it was a shame that only one of the loadouts I played really had the ability to conduct emergency home renovation. Which is as good a time as any to talk about the loadout system.

    Loadouts

    Loadouts in The Finals start by choosing a body type. There are three, ranging from heavy to light, with each having a different pool of items and weapons to equip, as well as different specials, speed, and HP.

    I mostly played the heavy class, so I’ll use it as an example here. After picking heavy, you have 1 special slot, 1 weapon slot, 3 equipment slots, and 4 backup slots. The weapon slot holds a primary weapon. For the heavy, these include a large machine guns, a sledgehammer, flamethrower, and a grenade launcher.

    Equipment slots contain grenades, walls, and other supplemental items like a rocket launcher. The Finals doesn’t have an external ammo system. Instead, while guns have to be reloaded, everything else is cooldown based.

    Finally, the backup slots. Anything except special abilities can be placed into these slots, and they can be swapped out mid game. It’s important to note that even if you put a primary gun into a backup slot, you can’t swap it with a equipment slot while in game, only your primary. In addition, swapping items isn’t possible in some of the modes.

    Overall, the loadout system is fine, but the lack of sidearm or secondary weapon to close out fights felt really weird. Presumably, those are supposed to be ended with say, flame grenades, but it still feels off for a fire fight to pause while both sides scramble to reload.

    Overall Thoughts

    The Finals was fairly fun. If I was grading it, I’d call it fine. There are a bunch of impressive things about it, including the terrain destruction, and the high fidelity while doing so. Does that mean I think it’s gonna succeed?

    Not really.

    I’m not sure how much space there is in this market for live service games, and make no mistake, The Finals is a live service game. It feels like it’s trying to primarily compete with something like Apex Legends.

    Now, I could be wrong here. If the team creating The Finals is small enough, and they can capture a small portion of their playerbase as a long term audience, maybe it could become self-sustaining. But I could just as easily see it going the way of Vampire: The Masquerade – Bloodhunt.

    Perfectly good game! Interesting mechanics! Relatively fun! But might not hit critical mass. Same thing happened for Gundam Evolution.

    It’s kind of depressing to continually see this pattern repeat, but hey, many of these projects have been in progress for years. I have to wonder if we’ll see this sort of thing continue.

    Author’s Note: All the voice acting in The Finals is done with generative AI, a point covered in this podcast. Some people are, unsurprisingly, rather unhappy about this.

  • BattleBit Remastered

    I’m not sure I have anything new to say about BattleBit Remastered. On one hand, I’ve played close to 60 hours of it, bought copies for friends, and generally had a really good time with it. On the other hand, the game already has thousands of positive reviews, and hundreds of thousands of players. So my writeup feels like tossing a single match into a volcano.

    BattleBit Remastered is falls into the genre of the “Massive” FPS. That is to say, the smallest maps and game sizes available are 32 players vs. 32 players. The largest games are 127 vs. 127.

    BattleBit doesn’t have any features that feel outwardly revolutionary or genre defining. The thing is, this doesn’t really matter because it does everything correctly. Perhaps the biggest thing for me is that the game is incredibly well performing even at the highest player counts and game modes.

    A Quick Story

    Because of the high player count, it’s easy to assume that BattleBit is a game where a single player or group of players can’t have any impact. I don’t think that’s true.

    One of my favorite moments was when I was playing on a winter map with only a single set of roads. Working with my friends, we managed to sneak around back, and seize control of a small outpost area. We then built a spawn point near the area, and set of barricades blocking only road to the other 75% of the map. This meant that vehicles couldn’t get past, and led to at least a dozen enemy vehicles including APC’s and tanks just slamming full stop into the hastily erected barriers, and letting us shred them with rockets.

    It’s moments like this that make BattleBit feel great for me. Working with other folks to flank or block areas can feel really fun and meaningful!

    Just Very Good

    It’s hard to figure out the best way to praise a game for just doing almost everything very well. Maps are interesting and balanced, offering spots for both sniping and close range combat. The guns feel pretty good, with comparable stats and time to kill. No single class feels overpowered.

    The game also has an effective party and squad system that just works really well. Players can just create a party when they log into the game, and then invite friends later. There’s no having to back out, no MMR, and the high player count means I’ve never run into the “Oops, we already have a full party” issue.

    That’s not to say that I consider BattleBit to be perfect. There are some small things that are frustrating around loadouts and stats. It’s not possible to have more than one loadout saved for any class, which means that swapping weapons based on the map is a bit aggravating. I also find the body armor/helmet/backpack system incredibly confusing, as cosmetic variations of various items are intermingled with the stat changing ones.

    But none of these issues actually impact the core gameplay: running, gunning, and getting shot by a sniper halfway across the map.

    In Conclusion

    BattleBit is also blessedly free of all the other bullshit I usually feel obligated to point out or excuse. There is no battlepass, no microtransactions, no in-game cosmetic store. The game is $20. You can buy it once and then play it with your friends for as long as you want.

    If you like first-person shooters like Call of Duty or Battlefield, you can buy this game right now safe in the knowledge you’ll get your money’s worth.

  • Friend Vs Friends

    I enjoy playing Friends Vs Friends. I don’t enjoy its progression structure for unlocks, and I will complain about that in a bit. One person I played with called it “Play-To-Win” which is very funny way of putting it, and also felt kind of accurate. But let’s start with the good stuff.

    Genre1v1/2v2 FPS
    Recommend? Y/NYes.
    Price$10. Deluxe Ed $18. No IAP.
    PlatformPC
    Short VersionBest as a party game with friends. Progression systems are a bit annoying, but not a deal breaker.

    Friends Vs Friends is a 1v1 and 2v2 first person shooter with a pleasant low-poly vibe. The goal is simple: kill the other player before they kill you to win a round. Win 3 rounds before they do to win the match.

    So now it’s time for the twist.

    Before a game, you build a deck of cards. Using a card can give you a weapon or other equipment, buff you, debuff an opponent, or other wild and weird things.

    Perhaps most importantly for the purpose of strategy, unused cards carry over between rounds, and it’s possible to see which cards the opponent uses. So if they pop a powerful weapon, give me a big head, and slow on me on me at the start of the round, I might decide it’s not even worth committing resources to try to win that round. Instead I might pool up cards, then try to push through on a future one.

    The end result is a really fun blend of moment to moment resource management, and FPS skill. Time to kill is fairly high overall, with most weapons requiring a large number of hits. This is important because it gives you the time you need to decide what cards to use.

    The most fun I’ve had with Friends Vs Friends is playing it as a sort of party game with 3-4 friends who I talked into getting it. It’s relatively easy to set up a private game, invite folks, and then just jump into it. Running around, yelling at each other, trash talking, and calling every single round winning clutch is great.

    But some parts are not as great. So let’s talk about them.

    Progression and other complaints

    Deckbuilding in Friends Vs Friends is reliant on collecting cards. You buy card packs with a in-game earned currency. There are two types of card packs: basic and rare. Rare packs cost twice as much as the basic ones, and it feels like you earn currency pretty slowly.

    The frustrating thing about the cards is that they use what I’ve come to think of as the “Clash of Clans” model. That’s the one where duplicates don’t give you more copies of the card to work with, they just upgrade the existing card’s power level. Which is not very fun, because it means duplicates of a rare card (instead of feeling special and improving your deck a lot) just give you a like 3% boost.

    But that’s not the real problem. The real problem is quests.

    There are daily and weekly quests, because of course there are, and they give much larger amounts of EXP than just playing games. This would be fine, except for one thing.

    You can’t complete these quests in games withfriends, or anything that isn’t random online matchmaking.

    And the random online matchmaking, suffers from two really big issues. First of all, it’s very easy to just drop out of a match after a loss. So you can expect to see a lot of canceled rematches. This in turn means a fair amount of time spent waiting for the next match.

    To be fair, I would also probably quit after losing a match to someone at progression level 100.

    Secondly, it just isn’t quite as fun. The game is a lot more enjoyable with a group of friends shouting at each other over voice chat, and with the ability to make a fair set of 2v2’s by balancing teams.

    But grinding online is the best way to unlock more cards and money to play with, and also the only way to unlock the in-game cosmetics.

    So the weird end result is that the best way to play a game called Friends Vs Friends is, in fact, to not play it against your friends.

    Overall

    I like Friends Vs Friends. The gunplay is fun, and it feels fantastic as a group game. Unfortunately for my group of folks, it sort of got its lunch eaten by BattleBit in the FPS department. But we were having a good time with it before that.

    It probably would have been better if the quests/progressions/unlocks didn’t work the way they did, or there was more capacity to really deckbuild. As it is, it’s fun, but the deckbuilding is never about building cool combos. Ultimately deckbuilding is just a “Stuff as much good stuff as you can” sort of vibe.

    Overall thought, it’s good! I just wish there was a bit more to it, and some tweaks to a few systems because it could have been great.

  • Sector’s Edge

    I generally like Sector’s Edge. I think I should probably make that point early, because I’m going to be complaining about it a fair amount. But overall, I enjoy the game, and recommend it.

    Sector’s Edge is a free to play FPS with fully destructible terrain, and building. On the sliding scale of FPS’s, it plays much closer to something like Call of Duty or Battlefield than Halo or TF2. What this means is that time to kill is low, and getting one-tapped is pretty common.

    Let’s also talk about the F2P element real quick as well. I’ve played 10 hours, and as far as I can tell, money only buys you cosmetics. There’s no way to buy more powerful guns in the cash shop.

    There’s also a point-based loadout system. The game gives you a bunch of starting loadouts, but you can also build your own. Loadouts consist of weapons, armor mods, throwable items, and your digging tool. These can all be customized with various attachments, and even the digging tool can be upgraded or downgraded to change the number of available points. Sector’s Edge has some of the worst grenades I’ve ever encountered in a video game, but all the other weapons I’ve tried have felt pretty good, so I’m going to call it even.

    Okay, now that we’ve covered both of those, let’s talk about the biggest difference between Sector’s Edge and other shooters. The fully destructible terrain and ability to build. Every Sector’s edge map is effectively made up of Minecraft-style blocks, and players can also place blocks.

    Believe it or not, not only did the stairs and hole not exist at the start of the game, there used to be an ENTIRE BUILDING.

    You can build by placing blocks one at a time, or by putting them down in configurable structures that can be designed in sort of home base area called the Ship.

    This means that maps will start out nice and pristine, and depending on how things progress, they will end as combination sunken crater and modern art installation. In one of the most memorable games I’ve played, an entire section of the map ended up being so destroyed that there was a literal air-gap between attackers and defenders, with both sides trying to build across, but also not let the other team cross.

    One big difference between Sector’s Edge and Minecraft is that you can’t build floating structures connected to nothing. If a building ends up connected to nothing, it comes down hard, usually leaving an impact crater. These moments are surprisingly smooth (even if the audio can go a bit nuts) and fun to watch. But it does bring me to my biggest problem with Sector’s Edge.

    Now you see me.

    Not all of the game’s maps are set up in a way that takes advantage of the destructible terrain, or is even fair to both teams. As an example, I’d offer the desert map. It’s a large flat map, with two bunches of smaller houses on opposite sides. If the game mode is capture the flag, one team’s flag starts atop a small house within a cluster of chokepoints, and the other team’s starts in the middle of the desert, with no cover or obvious defenses.

    Additionally, because the map’s so flat, and the “houses” are packed with an incredibly hard to destroy material, digging and destruction feels pointless. And while you can tunnel a bit, it often doesn’t help.

    Now you don’t.

    This is my biggest issue with Sector’s Edge as it is right now. Some maps feel incredibly fun and interesting, and some are boring slogs where individual contribution feels meaningless, and whichever team is better at not running into the meat grinder wins.

    I still have some other small issues, which these are the sorts of things that might change in a beta. Let’s go through them real quick.

    First, there’s almost no indication you’re being shot except for your health decreasing. Second, the game has a movement system that allows sprinting and then crouching to slide. But since you can’t hit both keys at once, you can’t really use the slide without rebinding keys. Third, and this is just a personal dislike, I wish there was more support options like droppable ammo-boxes available. I get why they made this choice (probably to discourage snipers that never interact), but right now when you run out of ammo, you’re pretty much useless.

    Ignoring all of those, though, there’s one really big thing that the game needs: some sort of squad system. The game’s 12 v 12 pacing is pretty chaotic. When I play with friends, I’d like to be able to actually play with them. Right now, it feels like we’re just playing parallel on the same map. And when I’m playing with 11 randos, I’d like to be able to find my friends, squad up, and be able to work with them. To be clear, I’m not asking for the ability to respawn on them or anything. I just want to be able to pick out specific teammates whose location and status are highlighted on the map.

    I recognize that I have a lot of complaints here, but I want to stress I still like the game. The main reason I have these complaints is because I played it for 8 hours straight yesterday. It feels like a good game. There are things about it I like (most of the guns, the destructibility) and things I don’t (some maps, grenades being uncookable and on a microwave timer), but overall I enjoyed Sector’s Edge and recommend playing it.

    If this got you interested, you can find it here on Steam.