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Charlie Alan Ratliff

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Stealth in Multiplayer

Splinter Cell: Pandora Tomorrow

I love it! There is nothing more satisfying for myself than sneaking up on an enemy player, taking them out, and escaping to safety without alerting anyone else. It's even better when I successfully take out the person who comes looking for them. This is why Splinter Cell: Pandora Tomorrow is one of the best multiplayer experiences I have ever had to date. Released in 2004, Pandora Tomorrow introduced a unique multiplayer mode that has yet to be matched by another series. Titled "Spies Vs. Mercs", the gameplay style was drastically different based on who you were playing as. Playing as a Merc, you were placed into a first-person view with a fully-automated machine gun and were given various pieces of additional equipment like grenades and mines. As a Spy, you played from a third-person perspective with a Taser gun and had equipment like flashbangs and sticky cameras. Each team consisted of only two players, and every player had limited lives. Mercs had three each, and Spies had four. Once you ran out of lives, you were done until the next match.

Playing as a Merc was scary. The first-person view naturally limited what you could see around you, and there was always this constant fear that a spy was about to grab you from behind and break your neck. Thankfully, some of this fear was negated due to the greater firepower you had, but greater firepower doesn't mean shit when in a chokehold.

Playing as a Spy, however, was where the game really shined for me. As a Spy, you always felt in control. Any good stealth player knows the key to being successful is by staying hidden but always knowing where your enemies are. I was always filled with glee as I watched my enemies scurry about trying to locate me, knowing that they will fail and that in a few seconds, they'll be dead. When switching sides though, it was always unnerving knowing that somewhere, anywhere, someone was watching everything I do, just waiting for that opportune moment to strike.

Splinter Cell: Chaos Theory

When the sequel to Pandora Tomorrow, Chaos Theory, was released, I was excited to be able to take my stealth skills into a co-op story mode. None of my friends had Pandora Tomorrow, so I always had to play with randoms (and as usual, with mixed results). Playing through Chaos Theory with my friend Jarvis though was the first time I had played this style of game with a friend, and it quickly became one of my favorite co-op experiences ever. Deciding who will take which path, setting ourselves up so we can take out enemies at the same time without alerting anyone else, and helping each other reach locations otherwise impossible all added to the unique fun that Chaos Theory provided at the time. I am really happy to know that I can continue my stealth adventures in the upcoming Splinter Cell: Conviction.

Thankfully, I don't have to wait until February to get my fix. While not strictly stealth games, there are some titles out there that satisfy my need with a friend. Modern Warfare 2 is the most obvious one at the moment. Replicating scenarios from the campaign, there are a few Spec Ops missions in which stealth in the primary focus. Playing these on Veteran with a friend is a ton of fun, and if we mess up, we still have a chance to survive without having to start over. The real fun, though, comes from not getting caught. Situations often play out like this:

"Stop! You see those four guys over there?"

"No, where?"

"Look to your right a little more."

"Ah ok, yeah, I see them."

"Ok, I'll take the two on the left, you take the two on the right, good?"

"Gotcha."

"Ok, on three. One...two...three!"

 *All four enemies drop simultaneously. None of the surrounding enemies are alerted.*

 "Beautiful."

It's immensely satisfying successfully pulling something like this off. You just feel so goddamn cool.

Modern Warfare 2

While quite different than the previous games I have mentioned, the Left 4 Dead series provides similar moments with a team. Playing as the Infected in Versus, staying hidden until the right moment and coordinating your attacks with your fellow players is key to winning, and getting the drop on two or more players that are separated from their team makes you feel just as badass as Modern Warfare 2 does, if not more so. In Left 4 Dead, you are usually dealing with real people and the execution requires more planning and is more difficult to actually pull off. Lining up a scope is far easier than lining up that perfect pounce as a Hunter!

Left 4 Dead

As co-op becomes more prominent, we'll get to enjoy a greater deal of unique experiences that don't involve a basic first-person shooter where you just run around blasting everything in sight. I look forward to what 2010 will bring us, starting with a return to one of my favorite series: Splinter Cell.

Splinter Cell: Conviction

tags: Left 4 Dead, Modern Warfare 2, Splinter Cell: Chaos Theory, Splinter Cell: Conviction, Splinter Cell: Pandora Tomorrow, 2010
categories: Video Games
Sunday 01.03.10
Posted by Charles Alan Ratliff
 

Creating Multiple Characters in MMORPGs

Me being a Level 40 Badass

This can apply to a variety of games, but I am speaking mainly about World of Warcraft as it is the only MMORPG I ever got into.

A discussion I have had on multiple occasions with my friend Jeremiah, I have always been perplexed by his desire to constantly create new characters in World of Warcraft. I understand why those who reach the level cap do so, but he never has. He has never even come close, because instead of continuing with his character that he has barely achieved level 30 with, he abandons him and creates a whole new character to repeat the same repetitive process all over again. For a while, he would get a character to level 20 or 30, and then restart on the same faction. These characters wouldn't differ too greatly from each other, and he ended up going through a lot of the same quests over and over again. Now, World of Warcraft is a fun game and all, one that I sunk over 400 hours into over a few years before quitting months ago, but "kill 10 of random creature" gets repetitive and boring through normal playthrough, so I can't imagine the tediousness of doing the same exact quest multiple times.

I wouldn't care about all this if it didn't directly affect me. I don't remember how many years ago it was exactly (around two or three), but some of my friends and I decided to start World of Warcraft together. It was great when we would all actually play together, but as time passed, the reliability of everyone questing together began to fade, and I slowly started to surpass everyone in level. So what happens when one friend is a higher level than everyone else? That's right! You spend your time repeating all those quests you had already done with your friends who couldn't find time to play before. Of course, this act was purely self-serving, as I merely wanted to get my friends up to my level so I would have an easier time with MY quests. Playing with randoms in any form of gaming can be tricky, and the experience is always more fun and secure when playing with close friends (well, I would hope so). The problem was, my friends would always play just enough so as to only be able to help me with a quest or two before stopping play for a while. Then I would level past them again, and repeat the same quests with them... again. I reached level 60 in early 2009 (maybe 61, don't remember), and playing by myself was just not very fun anymore. If the time spent playing with my friends was done more with us doing new quests in new areas together, as opposed to quests I had already completed in areas I had left long ago, then I probably wouldn't have canceled my subscription. I would probably be level 80 right now!

 

So ronery

So, this is where my issue with Jeremiah comes in. He joined us late. Like, really late. Burnell (my main questing partner) and I had already leveled quite a bit. I don't remember what we were at then, but we were months into the game. But hey, that's cool. It's Jeremiah's first character, so we should help him out whenever he needs it. And we did, and just when he started to get a little close to where we were, he started a new character.

"Um, what? You are going to continue your other character still, right? Oh good, okay. Oh wait, you're not? YOU DELETED HIM?!"

This occurred multiple times. I understand the need to try out different characters and classes to get a feel for what you want, but how far do you need to level before deciding to delete a character and start a new one over and over, especially after one of your higher level friends (who was under the impression that you were sticking with this character and would be helping them in the future) just spent a bunch of time helping you out with something immensely boring?

When I told him of my quitting World of Warcraft because I got tired of it and had no one to play with, he suggested I create a new character.

"No," I said.

"Why not?" he asked.

"Because I hate creating new characters in games like this. I have already invested over 400 hours into this character, and I am not going to throw that away to start a new character so I can go through the same bullshit again!"

In all likelihood, even if I were to create a new character, he would only stick with me for so long before abandoning his current character for something new.

He still doesn't get why I'm so against it. But, at least he has finally went with another faction in his latest character. It is the first time he has ever played Horde. Now THAT is something I might be able to get into some day. Playing the opposite side in a game is something I can understand, and is something I often do. While the basic quest structure may remain the same, everything else would feel so fresh and new.

Thankfully, his habit doesn't really work with Spec Ops on Modern Warfare 2. Only 31 more stars to go!

tags: PC, World of Warcraft, Modern Warfare 2, MMORPG, 2008, 2009, 2010
categories: Video Games
Sunday 01.03.10
Posted by Charles Alan Ratliff
 

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