Defences – a short story

As recent posts may have suggested, I’ve got a lot of personal stuff to deal with right now, and haven’t had a lot of success writing interesting things about games. I will get back into it when I’m less crappy, but it’s been a few weeks now and I’d rather update with something than leave you with nothing, so.

A few months ago, the creators of Day Z asked for short story submissions, which they intended to add as collectible books a lá Morrowind in their upcoming standalone game based on the enormously popular Arma 2 mod. I didn’t hear back about my submission, so I assume they weren’t interested, but on the off-chance that anyone likes it, here it is.


Defences

We started to come apart when we trusted Jarvis. It was a long time before I admitted it to myself, let alone to anyone else. That’s exactly how people like him get away with it for so long – denial. Denial, and the knowledge that most people simply don’t consider the possibility that someone could be so conniving, so low, so pathetic.

I do find it pathetic. There’s no achievement in betraying people. It doesn’t mean you’re smart, or strong, or original. It works because everyone thinks you’re a human being, not some fucking parasite. They think more of you than that. You prove yourself their inferior the moment you start. You don’t even do the work yourself, see, because it’s they who are in denial. But deep down they know. It just takes time and courage to face it. I knew. I knew, in some vaguely glowing cluster of cells somewhere in my brain, but I didn’t want it to be true. It was easier to believe him. It was better.

I don’t feel guilty. Jarvis pulled the trigger, not any of us. We may have put it in his hands, but they were his hands nonetheless. But I do feel guilty about Shona.

There was a moment before the end where I realised why Shona was always so hostile, and why she’d spoken against Jarvis from day one. That may have been the first real crack in my dam.

She was smarter than me. She was smarter than everyone. Nobody every understood her. Wherever she went, it must have been like talking to some clueless schoolchildren, convinced they knew it all, inventing stupid excuses not to listen to her. And because of that, she was alone. All her life.

She was dead for a week before we even realised.


Jarvis came to us in February. He had already spoken with Lee, who told us about the hard time the guy’d had, and of course Shona was skeptical, insisting that Lee was a sucker for anyone with a sob story. That only made it worse, since everyone was sick of her sniping, and Lee always bore the brunt of it. I was half inclined to bring Jarvis in just to spite her.

Once we’d met him and talked it all over, she stood no chance. Everything he’d been through just made him better for the job. No paper trail, no dependents, no contact with his family. He was quick and well educated, healthy and strong, had no illusions. He talked the talk, and with just enough self-doubt to make it convincing rather than suspicious. We were unanimous, but for Shona.

It was six months later when it all broke down. Jarvis and Kate had their stupid fling, and she’d forgiven him, and even made excuses for his attitude since. He’d filled Lee’s head with the idea that it was her fault, and Shona was distancing herself from all of us, refusing to even talk about Jarvis anymore.

We should have called it a day then. The last job was simple, almost boring – by then even Jarvis was used to it. But when it was over, Lee refused to split the money until everyone was accounted for. Shona accused him of holding out, and that only made him worse. He went off on one about how much he’d suffered for us, and then there was Jarvis, all of a sudden playing the good guy, talking everyone down. She lost it with him then, called him a psychopath, said she was onto him and wanted no more of this. I confronted her and she started screaming at me like a banshee. I don’t think the others saw it, but she was trying not to cry then, too. She was one of those people who cry when they’re angry, not to manipulate but just because there’s so much bottled up inside them that it’s like a physical thing, a constant pain, this burning pressure that explodes out in words and bursts out in tears.

I realised then was why she could see it coming: it had happened to her before. And it wasn’t from someone she worked with.


Jarvis moved on when it was all over. Kate told me he followed her round for a while until she got rid of him. I think he was angry that she’d exposed his lies – so many lies, it would be easier to assume it they were all he ever told.

Lee still thinks he just wanted money, but if it was about the money he could have had it all, or just asked. He got nothing from us that he wouldn’t have got by being honest. Hell, if he’d done that he’d still have us. That’s what I never understood, but I think Shona did, and I think that’s what her letter meant. She’d spent so long refusing to trust anyone that she became a joke to us, this constant avatar of cynicism, and even I thought she was going to turn on us eventually.

It had simply never imagined that she only stuck around because she trusted me. Even when I found her and read the letter, I was in denial. Denial. Fucking denial. It had blinded me to Jarvis and it had cut me adrift from her, and now she was dead. He wasn’t even playing to win. He was just playing to make everyone else lose. I didn’t know what else to call it but ‘evil’. I still don’t.

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Defied Divinity: E.Y.E. multiplayer expansion is not all that

After a long break, tempted by unexpected news of a free expansion, I have played some more E.Y.E.: Divine Cybermancy over the last few days. I still have things to do with it and it’s still provoking some thought, but that can wait. For today I finally gave in and tried the expansion, Blood Games. It’s (ugh) multiplayer. And… wow.

As feared, Streum’s decision to focus their efforts on this was a really terrible one. Anything but the most off the wall, original multiplayer system couldn’t hope to build on what made the single player game so unique, and while the game modes introduced by Blood Games aren’t bad, they are utterly ordinary.

I’ve only tried the basic all vs. all deathmatch mode, not least as there was only one server with more than four people playing, and it’s fun, but very badly thought out, extremely unfair on new players, cuts out almost everything that made EYE interesting to begin with, and the playerbase, while not unpleasant, was barely into double figures throughout the whole evening.

Players spawn with a random weapon and armour, which goes a little way toward helping new players, except when it just makes it even harder. You only get one clip of ammunition, so with a couple of exceptions, using the weapon cleverly is key rather than simply brute forcing it, and almost every round will turn into a swordfight before long. Still, there are at least some fun tactical options in choosing how and when (or whether) to use the weapon you’re given, as well as any you might collect from fallen foes.

But while you might start with the minigun (and therefore have about a 70% chance of wiping everyone out), you might also start with the terrible sawn off shotgun (which is even worse in multiplayer because it only comes with two shots, and its one microscopic advantage of small size doesn’t apply, as there are no inventory restrictions)…. or the medkit.

You might start armed with only a medkit. In front of a hostile interceptor armed with rockets. For several levels have environmental hazards, which aren’t explained, and for a while seem to just be the game randomly killing you off (and deducting points for the “suicide” of being unavoidably killed by a random, off-map mortar). And finally, players can take their single player characters in, who can jump forty feet to your three, hit harder and faster, and while your dedicated hacker (or simply lower level character) struggles to fire more than two accurate shots from a kneeling position, they’re shooting with 100% full auto accuracy from the hip while sprinting and flying through the air. If you want to catch up – just to break even, you’ll have to grind the singleplayer side missions for approximately ten thousand years. Added to all this is the frustration and tedium of the Counterstrike model of deathmatch, wherein players get one life per round and must sit the rest of it out before they can play again. This is bad design in a game with random unavoidable death, and it’s particularly baffling given that the single player had an in-story system of “lives” that saw the player resurrected on the spot every time he died. Here it just seems unreasonably cruel.

The one potentially great thing about it is the melee system. Parrying with your sword will block any incoming shot from the front, be it from a pistol, minigun, or a sniper round to the face. It drains your energy though (and note that higher level players commonly have more energy), so you can sometimes overwhelm a defence (ie: prey on weakened enemies, or just use the minigun), or you could time your shots so that you hit them in between them dropping their guard and stabbing you. Or you could run and regroup, or get them in the back, or, more likely, get your own sword(s) out and have a duel. They’re quite fun, and four or five people fighting it out can be a good laugh, but it’s far too arbitrary to be truly satisfying. Hit detection, range, speed of swings, and even basic things like the number of contacts a swing can hit are a complete crapshoot – you’re as likely to hit two enemies with one shot where in the same position five seconds ago you hit nothing, and instead exploded as someone seven feet away apparently killed you by stabbing your shadow. Some melee weapons occasionally fail to swing at all.

So it falls far short of its potential simply because it relies on the wonky melee combat from the single player, only you can’t tear into the mooks here because they’re like you, and can parry your attacks all day until someone’s wild flailing happen to please the random number gods, who choose to strike down the other player.

You can’t use augs. You can’t hack (well you can, but it’s totally worthless, as everyone’s defences are beefed up to absurd levels, so even if you could somehow hide without getting attacked, you’d likely run out of time before you hacked one target). You can’t use psi. If you haven’t built your character to be a shooting, stabbing whirlwind of bullets and blades, you’re at a huge disadvantage. Oh, and there are little niggles too, like the number keys still not consistently delivering the right weapons, no indication is given of how many other weapons you have, and the chat messages disappear within nanoseconds, are unreadable while you’re typing, and for some reason dead players’ messages are visible to those still in the game. This would have been a design flaw at the turn of the millennium. In 2013 it just seems embarassing.

I’ve not played the team mode yet. I’m told you can use psi powers and augs in it, and that it’s class based. Maybe team mode redeems it, but I wouldn’t know, because there were never enough players on to find out. In four hours there were at most about ten, maybe twelve people playing on one server, with a handful scattered about elsewhere.

I don’t enjoy saying any of this, because I like EYE and want its clearly deranged developers to do well. But this is not going to win anyone over, and I can’t see it offering more than a few nights’ worth of play for existing fans.

If you already have E.Y.E., I do suggest you give it a try. It’ll be a laugh for a few hours, and the maps, while not spectacular, are rather interesting and well-realised. Everyone else though, well, my previous thoughts stand.

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In Which I Talk About Depression

TRIGGER WARNING: Depression, self-harm, suicide, abuse.

Irrelevant as it may seem, depression is a topic that has floated around the video game circles I lurk in for a while now, but never broken the surface for long. I don’t have anything half as beautiful as Jenn Frank’s piece on death, but there is a lot I could say about my own experiences. So:


Depression is Shit and I Hate it.

I may live on until
I long for this time
In which I am so unhappy,
And remember it fondly.

—Fujiwara No Kiyosuke, I May Live On
Translated by Kenneth Rexroth

I was 19 the first time someone said “I love you”. I didn’t ask “what about your husband?”; I asked “why?”.

It wasn’t some vain attempt to fish for compliments. I honestly couldn’t get my head around the concept. She’d spent weeks being nice to me, even in front of other people, and until we kissed I had honestly assumed she was taking the piss.

It was that bad once.

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