The Land of Glass Available on Steam

Over the last handful of years, I’ve posted dev blogs on The Land of Glass, formally known as The Regret of Vitrerran. Those blogs were about song composition, level design, and writing for video games.

Well, that game is out. You can find it here

http://store.steampowered.com/app/802190/The_Land_of_Glass/

The Land of Glass is a card game with a twist: speed. It’s CCG meets action RPG, combining card collecting and deck building with frantic combat. Choose your heroes, build your deck, and save Vitrerran.

I’d appreciate it if y’all took a look, or spread the word or whatever. This was a five year project, and we’re happy to be done, but like with all projects, done isn’t done.

Lawbreakers Review

Developer: Boss Key

Publisher: Nexon

Release Date: August 8, 2017

Platforms: PC (reviewed), PS4

Me and arena shooters go back to 2001 with Aliens vs Predator 2. That was the game that seduced me to the genre, to the exhilarating fragfest of twitch aiming and explosions—and Xenomorph pouncing. After that came Unreal Tournament: 2004 and then Team Fortress 2, but by then, I was starting to play a wider variety of games on a wider variety of systems. This lead to a gradual falling out with the genre as playerbases dwindled alongside my free time.

Those good memories never left though, and I’ve been on this lazy hunt for another arena shooter in the same vein of AvP2 and UT2k4 for what feels like a long time. TF2 is great, but it doesn’t have the speed I want.

Cue Boss Key’s Lawbreakers hitting the scene in 2017. My search is over.

In a way, Lawbreakers is a combination of two of the aforementioned arena shooters. It has the class system of TF2 mixed with the massive gunplay and wild speed of UT2k4. It’s just as addictive as both.

Yet the game isn’t a simple A + B = C. Lawbreakers throws enough twists and turns at the genre to stand on its own and succeed at everything it tries to do. It’s the best of old-school mechanics with all the shiny polish of 2017.

The biggest twist is the zero-gravity bubbles that reside in the middle of every map. Lawbreakers demands its audience go vertical when fighting, and that means getting off the ground and into the air. It makes for a strong learning curve, but once it clicks it feels absolutely amazing. It helps that most characters have their own ways to zip around the map, either through actual flight or things like grappling hooks and teleportation.

Lawbreakers is its own animal when it comes to combat, because attacks can come from any direction.

lawbreaker screen2

The game is class based, featuring a cast of nine characters to play, each coming with two special moves and an ultimate on a timer. There’s a lot of personality to each of them, though not quite as much as TF2 or Overwatch. Still, the little things help set them apart, such as the Battle Medic barking, “Here comes health!” or Juggernaut going, “Remember when I told you I’d kill you last? I lied!” I’m quite fond of most of them.

Before we continue, here’s a quick rundown of the cast:

  • Assassin: Glass-cannon, melee-DPS class with two swords and a shotgun side arm
  • Battle Medic: Healing class equipped with a grenade launcher and capable of flight
  • Enforcer: Support soldier class with a nice machine gun and grenade
  • Gunslinger: Precision class with two handguns, the first precision the second auto
  • Harrier: Support class complete with a laser rifle, laser boots, and a small heal
  • Juggernaut: Tank class with a big shotgun, a big health pool, and the ability to deploy barriers
  • Titan: Heavy DPS class with a rocket launcher and a electric flamethrower-style side arm
  • Vanguard: Glass-cannon DPS class equipped with a Gatling gun and flight
  • Wraith: DPS class mixing melee abilities, gunplay, and speed

On first look, there are a lot of classes that can play supporting roles (Battle Medic, Enforcer, Harrier, and Juggernaut); however, what most class-based arena shooters call support and what Lawbreakers calls support are different levels of violence.

In Lawbreakers, you help the team by being fast and killing regardless of who you’re playing as.

The Battle Medic, for example, has fire-and-forget heals, meaning you’re spending most of the game flying above everyone else and raining down grenades or picking off stragglers with her pistol. I do a lot of healing sure, but I also do a ton of damage. She’s an absolute joy to play and probably my favorite healing class in a video game ever.

The other supporting classes follow in a similar line, with the Enforcer and Harrier packing fairly high-DPS weapons despite offering team buffs. Juggernaut is the only one who really feels more like a tank, but he offsets that by being able to deploy shields that can stop enemies from scoring objectives or entering healing stations.

As someone who loves arena shooters but isn’t very good at them, I love that the supporting roles are just as viable and fun to play as the DPS ones.

The DPS ones, meanwhile, are absolutely insane. Aside from the lumbering Titan, movement is nonstop speed and action, with teleports, grapples, and a lady that’s half fighter jet. Everyone feels good to play as, especially the Vanguard and Assassin classes who have more erratic movements. The Vanguard really does feel like you’re flying an airplane complete with machine guns and cluster bombs, and the Assassin feels like a cross between Spider Man and Ryu friggen Hayabusa.

Every time I jump into another match of Lawbreakers, I’m always surprised at how good and fun the general movement is.

On the whole, the game is pretty balanced, with one or two ultimates being a little more powerful than they need to be. Still, given the wide disparity in health values, I very rarely find myself exploding with no reason behind it. There’s always that little chance I can exit a bad fight and grab more health.

I’d say the TTK is about perfect, or as perfect as a class-based shooter can be.

The game modes themselves offer another twist on the arena-shooter genre in that there is no Death Match or Team Death Match. Everything is objective based, which is something I really, really appreciate. Objectives breed more variety than simple run-and-gun, and I feel less bad about dying left and right when I’m helping guard a battery or cap a blitz ball.

Lawbreakers comes with five modes, two based off of King of the Hill, two off of Capture the Flag, and one off of Assault. The two King of the Hill type modes are standard, but the others act as an evolution of their predecessors. The two CTF modes involve holding a battery at your base to charge, meaning capping isn’t just about retrieving the battery—you have to defend it too. I’m not sure that’s an inspired change or not, but it does add a new dynamic (and a new level of tension) to a tried-and-true game mode.

Blitz Ball is the Assault-style mode, though it’s more of a sport than an assault. The ball has to be taken to the enemy base, but given how fast Lawbreakers is, it typically winds up shooting everywhere like a deranged game of soccer where everyone has a gun. When a Titan or Juggernaut grabs it, the mode slows down to a tense trudge ala football.

Suffice to say, it’s an absolute blast.

It should also be noted that while Lawbreakers is $30, it comes with a lot of content. There are nine characters, five game modes, and eight maps. There are also tons of unlockables, though they’re all found in loot ‘Staches that have to be found our purchased via real money. Thankfully, they only contain cosmetic items such as weapon skins and decals, so you don’t have to worry about any pay-to-win mechanics here.

lawbreaker screen

While fun can be had in spades, Lawbreakers isn’t without its few quirks and problems. The first big one is that it wastes the player’s time. Time between matches can last up to a minute and a half, even when the lobby is full and everyone is ready. There’s no “Ready” system to speed things along. What’s worse is you can’t open ‘Stache boxes while waiting, so you’re stuck watching the clock tick down.

‘Staches open very, very slowly I might add. There’s no reason for it.

There’s also no way to pick what maps or modes you’ll be playing. Quick matches means it’s all random. I honestly don’t know why there isn’t a voting system with even two or three choices to pick from, as games like Halo have been doing that for ages. It’s one of the few times where Lawbreakers doesn’t feel modern at all.

Finally, the game does come with a very hefty skill ceiling. That’s less of a complaint and more of a fact of life, but there are a lot of little things to learn. The game doesn’t always do a great job of teaching those things, either. Some characters have side arms while others don’t, and none of that is effectively communicated.

I didn’t learn the Assassin had a shotgun until someone told me, for example. (Admittedly, I’ve never touched the tutorial area.)

That all being said, Lawbreakers is a fantastic arena shooter with a lot to love. It aims for fast, frantic, and fun, and it hits all three consistently. The classes are all fun to play, but the way it treats its supporting roles is really what I find shines the best. No one feels left out. Everyone feels viable. Little twists and turns abound, both in the gunplay and the game modes themselves, and while I have some small gripes, they’re just that: small.

I’ve been looking for a new arena shooter for what feels like a long time. I’ve finally found one.

Drifting Away From Halo: The Removal of Couch Co-Op in Halo 5

Playing video games with my friends and family has always been the medium’s biggest draw for me. To partner up with someone you care about and take on a world of monsters, zombies, and aliens is truly something special. When I look back at my earliest gaming memories, I see that they all involve other people: Playing through Sonic 3 as Tails and flying my friend away from harm; using an infinite lives glitch in Joust and getting to level 100 with my brother; racing alongside my neighbor in Mario Kart, trying to best all of the AI players who were much better than us.

All of these memories stand out because I was sharing the fun. Saving the world is simply better with a partner and a bottle of whiskey close at hand.

Over the many years I’ve been gaming, Halo has become my favorite vessel for cooperative play. I love everything about the series, from the lore to the guns to the difficulty spike that is Legendary Mode, but most of all, I love that I’ve been able to share this series with my brother.

While I had played Halo 1 on the PC when it first came out, it wasn’t until 2007 that I really got into the series with Halo 3. Up until that point, my gaming attention was divided between the PC and the Gamecube, and I could best be described as a Nintendo fanboy. But Halo 3, that game changed it all. My brother and I went in on an Xbox 360, purchased Halo 3, and were blown away by what we got to experience.

To this day, I still believe that the last level in Halo 3 is one of the best last levels in all of video game history.

When playing through the campaign again and again finally lost its shine, we hit up multiplayer. 2007 quickly became the year of Capture the Flag, Disturbed’s album Indestructible, and Captain Morgan spiced rum.

In 2008 Halo: ODST came out with Firefight, which brought a whole new level of cooperative fun. In 2010, the Halo train continued with Halo: Reach. It was around then that playing every weekend on Friday, without fault, became a tradition that is still going on to this day.

College and work separated us, but we still make time to get together, sit on the same couch, play loud music, drink and kill aliens.

And then a week ago, Game Informer published a big list of new information for Halo 5, and hidden within was the removal of local campaign co-op.

Up until that point, Halo 5 was easily my most anticipated game of this year. It’s a game I’ve been following closely, and I’ve now lost count on how many conversations I’ve had with others, speculating on what Master Chief is up to and wondering who Agent Locke is. Halo 5 promises a better campaign than Halo 4, which is my favorite of the six primary Halo games.

In one quick swoop, 343 killed all of my enthusiasm for a franchise I’ve been playing for over seven years.

Even now, with E3 upon us, I’m watching the new Halo 5 campaign trailer and only feeling something akin to bitterness. I see all of these tactical, squad-based movements and can’t help but wonder why couch co-op has been taken out. Pushing a button and directing an AI player is nothing when you’re arguing with a real person, someone right beside you, that he should go first because “he’s better” and “No I won’t stick you with a plasma grenade, honest.”

I am disappointed, but not just with 343 and Halo; I’m disappointed that couch co-op is dying, considered old fashioned, and according to the comment sections on some websites, not something that will be missed.

I’ll miss it; I’ll miss it very much.

I want to take a quick moment to look at some numbers, not in a specific sense but in a general one. There’s no precise way to really measure the death of this form of game play, at least not easily, but http://www.co-optimus.com does provide a few fun tools to work with. We can at least notice a trend.

Because my primary console for the last decade has been an Xbox 360, I’m using that as my platform base. My search criteria are couch co-op and co-op campaign. I realize these parameters are a little unwieldy given the nature of some games, especially move tie ins which normally aren’t good or might not have co-op as a defining trait, but we’re looking for trends, not hard numbers.

  • 2007 had 22 games with campaign couch co-op
  • 2008 had 24 games with campaign couch co-op
  • 2009 had 28 games with campaign couch co-op
  • 2010 had 22 games with campaign couch co-op
  • 2011 had 34 games with campaign couch co-op
  • 2012 had 22 games with campaign couch co-op
  • 2013 had 17 games with campaign couch co-op
  • 2014 had 10 games with campaign couch co-op

Between 2007 and 2010, the numbers are a little scattered, with some years having more couch co-op games than others, and that’s not unexpected. Years differ greatly in what’s released. However, between the years 2011 and 2014, the numbers do nothing but decline, and by 2014, we don’t even have a dozen games to work with.

For someone like me, who primarily plays console games for a cooperative experiences, that hurts. I’ve gone out of my way to buy games that some consider bad or I might not generally be interested in because they had a cooperative campaign to play through. Resident Evil 5 and Diablo 3 come to mind, both of which are amazing cooperative experiences that I imagine are no fun to play solo, the former due to buggy AI and the latter because it’s repetitive to a fault.

If you asked me why couch co-op was on the decline, I’d be hard pressed to give an answer. It certainly can’t be due to hardware limitations as by 2014, every developer new how to push the Xbox 360 to its absolute best. Perhaps it has to do with games themselves. The medium has certainly grown over the last decade, especially in its ability to deliver a true narrative experience. I can see developers not wanting a secondary screen around to muddy the hard work they’ve put into their environments or stories, because let’s face it: It’s harder to pay attention to what’s going on when two people are sharing a screen.

Or perhaps it has more to do with the way we as a gamer society have changed. Internet access isn’t just common but a household necessity now, and all of the new shiny consoles require it. Plug in an Xbox One and the first thing it wants to do is update; the same goes for the PlayStation 4. So you combine widespread internet with the widespread availability of microphones, chat software like Skype, and one has to wonder why anyone would leave his house to visit another to play video games; it’s just easier to just stay at home. You can still talk to your friends, join their parties, drink, and kill the bad guys to your heart’s content.

Granted, you’d technically be drinking alone, but only technically.

I sincerely hope that isn’t the case though, because I don’t want society to be okay with considering talking through a headset the epitome of social gaming interaction. It works, and I’ve certainly done it and had plenty of fun, but it’s not the same as being in the same room with someone. It’s a simultaneous experience, but not a shared one.

And for what it’s worth (and we can put a price tag on this), it costs more to have two Xbox Ones, two TVs, two Gold accounts, and two copies of the same game. The shared-experience method isn’t just more fun, it’s also much cheaper.

To be honest, I’m not sure I really noticed a decline in couch co-op games until recently, when I exhausted the ones I owned and started looking for something else I could play with my friends and family. I play console games so infrequently that there’s always something to check out though, and I don’t mind delving into a console’s past to find some gems. A game doesn’t need to be new to be new to me. Earth Defense Force 2025 came out in 2013, yet I didn’t get to it until late 2014. It’s now one of my absolute favorite games, and that has everything to do with how insanely fun it is to play with others. The constant yelling of, “Oh my God, that just happened” is infectious, especially when the dragons show up.

Noticeable decline or not, Halo always promised to be there for me, to fill the role that games fill best. It’s part of a wonderful trinity, standing tall next to Borderlands and Gears of War, both of which I’ve spent many hours in with friends and family.

Now it’s gone. Halo 5 is the first primary Halo game to not have couch co-op. It’s broken a six-game run, and I can’t help but feel like the video game medium has suffered a big blow because of it.