Pilgrimage: A Preface

On Saturday, K and I leave with a group of young clergy and their spouses (many of whom we are already close with; the rest of whom I assume we’ll be close with by trip’s end) for Israel for just about two weeks.

In perhaps unprecedented verbosity, I’ll be attempting to post notes about each day of the journey. We’ll be in Galilee early on and spend the rest of the trip staying within the walls of Old Jerusalem and making various day trips to bibliohistorical sites (not sure whether I’m inventing words here). I’m told we’ll be hiking about 100 miles over the course of the two weeks.

It’s been a while since we made the decision to go on this trip, but it’s only now feeling real. In previous posts, I’ve expressed some of my thoughts as I’ve done the preparatory work for the trip. I hope that the mini-travelogue of the journey will bring some clarity to those thoughts and inspire new ones to share. As with K, I think my biggest fear is that the journey will not be so profound as we expect and hope for it to be. Only time will tell, but I have faith.

My second fear has been dispelled just this morning–the Church of the Holy Sepulcher had closed in protest of a tax issue in Israel, but has reopened today.

I will be spending what (little) downtime I have during the trip (that is not spent enjoying the company of my fellow pilgrims or posting my daily post to the blog) continuing to work on my novel in-progress and other creative endeavors, though I don’t expect to be posting any of that during the trip. It’s also high time for another Avarian short story to pique the interest of prospective readers, so I’ll likely be devoting some time to that after my return. I am also working on a pen & paper roleplaying game for Avar Narn, pieces of which will likely be posted to the blog (or a “living document” as I’m writing and working out the kinks in rules). In addition to providing an innovative ruleset and deep setting for fantasy roleplayers (that’s a high bar to set, these days), it will provide a resource for the background of the setting as well.

But for immediate future, I hope you’ll join me on my pilgrimage to the holy land and finds something worth considering as my progressive and existential theology meets the geography and history of the place were the Bible took form, where the Israelites became a people and where God came to Earth. I hope that you’ll leave comments, thoughts and questions on the upcoming travel posts–I will endeavor to respond to anything posted to an entry by the day that follows (in local time).

For the next entry, click here.

Kingdom Come: Deliverance – Playing at History (an early review).

I backed Kingdom Come (KC:D) a long time ago–maybe more than two years. An open-world historical medieval RPG? Yes, please! Just the sort of thing that pulls at the desires of a person whose favorite video game is the Witcher 3 and who, for a time, was a professional student of the medieval.

There was, of course, a long roller-coaster of development that followed–teasers, delays, the realization that my computer wouldn’t be able to run the game, the revelation that it would be released on console and so my computer didn’t matter, etc., etc.

Finally, it arrived this week, and I’ve spent some significant time becoming immersed in the Bohemia of 1403. With the caveat that I’m nowhere near finished with this game, this is what I have to report to the present:

If you are the type of person who plays Fallout and Skyrim on survival mode, this game will appeal to you. You must sleep and eat. Your food rots over time, and spoilt food will make you sick. Eat too much and you’ll be sluggish. Take an injury (whether in combat or not!) and you might begin to bleed. Fix it with a bandage quickly or prepare to die. Keep your weapons and armor in good repair or they’ll become ineffective. Get your clothes bloody or dirty and people will notice–and they don’t take you as seriously when they do. Carry weights are (relatively) realistic, and you improve your skills by using them–not easy to do when it comes to using a sword.

The game is relatively “on rails” for the first few hours of play–while you can do your own thing for long whiles at a time, only advancing the main quest will get you to the point where you can seriously begin to play the game. It’s a slow start that left me, at first, with an unfavorable impression of how gameplay with develop that is still being dispelled as I move through the game.

So far, the game doesn’t feel as “open world” as I had hoped. It is true that there are sidequests (and perhaps I just haven’t discovered many of them yet) and you can easily spend hours just “living” in the medieval world–practicing a trade, acting as a merchant, traveling and fighting bandits, etc. In a certain way, I think you could ignore the quests altogether and simply view the game as a “medieval emulator.”

Further, there seems to be an intimation that the world will be expanded and even more opportunities for self-directed tasks will become available as the game progresses. Despite my several hours of play, I’m sure that I just have no gotten that far into the story yet.

And that main story is, at least, an interesting one. Set within a discrete historical event–King Sigismund of Hungary’s invasion of Bohemia on “behalf” of his half-brother King Wenceslaus IV (“the Idle”), who Sigismund had kidnapped, you are thrust into the world as the son of a blacksmith and the vassal of a lord loyal to Wenceslaus and targeted by Sigimunds’ invading army.

The attitudes and motivations of the characters seem deep. You get the expected behavior of some nobility toward the peasantry (particularly in Sir Hans), but this is never flat or without nuance:you earn the friendship and respect of Sir Hans as the story progresses and he is–in private at least–willing to admit his own faults and the shortcomings of his behavior. The struggle between adherence to duty and ideals when faced with the grim necessities of the day plays out on multiple levels, both personal and political. No assumption of medieval life is treated as straightforward, with a range of different lifestyles and living situations that more accurately portrays the era in a way we often miss in movies, dry history books and, especially, fantasy roleplaying, where the “medieval” is more often a pastiche or a facade than an actual description of setting.

Despite this, at least as far as I’ve played, the real joy of the game is in the way it immerses you into the historical world with a sense of realism and reasonableness. For instance, fighting several poorly armed bandits by yourself is difficult; attacking multiple well-armed or well-trained enemies (to say nothing of those who are both) is near suicidal. Unless you use tricks, like stealth, surprise and ambush, weakening the enemy with ranged weapons, hit and run tactics and any other approach that generally makes the fight less fair. This was the reality of the middle ages, just as it is today–no matter how good you are, fights are brutal and deadly, and fighting honorably will likely just get you killed.

Each fight is, however, very interesting. As a student of historical medieval martial arts myself, as both scholar (my Master’s Thesis was entitled “Shakespeare, the Sword and Self-fashioning”) and a martial artist (mostly with the Association for Renaissance Martial Arts or ARMA), I’m especially keen on in-game fighting that captures something of the speed, grace and precision of actual swordplay–something very difficult to do in a video-game because of the infinite array of techniques, maneuvers and responses in combat with a blade. KC:D does the best I’ve seen yet, with the combat not only accounting for the directionality of attacks, but incorporating parries, feints, grappling, counter-attacks and animations that perfectly capture some of the techniques used. This is no clumsy hack-and-slash; the only video game that has even come close to this kind of swordplay was Mount & Blade (whose new edition should be out later this year). While satisfying, this also means that combat is difficult and partially based upon your own twitchy-skill. It should be noted that there is only one difficulty mode for the game (so far as I’ve discovered): realistic.

As a side note, I am note a fan of the Dark Souls games. I just feel that should be said when I communicate how much I’ve enjoyed the difficulty of the game.

For the first few hours of the game, I was very frustrated by the save system. The game automatically saves when you sleep, complete an important quest step, or drink Saviour Schnapps. Saviour Schnapps is expensive, takes up inventory space, and can get you drink. At the beginning, when your skills are low and the game is at its most difficult, you will die a lot and have to replay moderate sections of the game (at least I did). As I progressed into the game and got into the mindset, I actually began to enjoy the save system. In a game that strives for immersion and realism, this save system reinforces these without becoming full-on rogue-like. You cannot get lucky for a minimal gain, save, and replay until you get the next minimal gain and save again. Three men in armor down that path? Best just to go a different way. This goes a long way into breaking the hero mentality we usually carry with us into video games; I particularly respect that.

This is not to say that playing heroic (or superheroic) characters in games is not appropriate, good design, or fulfilling–it certainly can be. But the occasional game that makes us live in an alternate world as a regular person–even one who may be an exceptional fighter (though still clearly mortal) provides a truly rewarding exception as well. In some sense, I do wish the game had some aspect of the fantastic to it, but that’s really only because I’m such a fan of fantasy. Realistically (and more sensibly), it’s great to see such an enjoyable game and interesting world and narrative created without any need to resort to the “unrealistic.”

As is probably indicated by the amount of words I’ve dedicated to this preemptive review, I’m really enjoying this game. If you’re willing to devote the time to acclimate to this game’s approach to play–and you’re willing to accept the design principles on which the game was built–I think you’ll find a lot to enjoy here.

In some ways, at its heart, this game is a history lesson you play–one about everyday living in the medieval world.

Destiny 2: A Horror Story in Reverse

I’d fought my way through waves of countless enemies, scaled strange landscapes and tracked down my quarry, a Fallen Captain supported by underlings, powerful Servitors and other baddies all determined to end me.

Getting to the point where I’d finally cornered my prey and he could no longer flee had cost me dearly–I had no ammunition for my Power weapon, only a handful of rounds left on my Energy weapon, and my Super would not be charged for what seemed like an eternity.

Desperate, I charged in, Kinetic weapon blazing. Return fire shredded me to pieces in milliseconds, my body ripped apart. I died.

Seconds later, I was back, resurrected by my Ghost companion. Seconds after that, I was dead again, but so was one of the Captain’s minions. This process repeated in multiple iterations–I respawned, I took out one more enemy, I died.

But respawning in Destiny is not merely a handwaved mechanic–it is a conceit of the gameworld. As a Guardian of the Light, your Ghost has the ability to reconstitute your body infinitely. There is no death for a Guardian.

As I whittled down the my enemy through sheer will, pure attrition and an unending supply of lives to throw at the problem, I began to think how that Fallen Captain must feel, watching as he repeatedly defeats an enemy who simply returns a few seconds later to destroy more of his brothers-in-arms. Movies like Friday the 13th and Halloween immediately came to mind–the unstoppable, unkillable force who relentless pursues his vengeance.

The terror and helplessness the Captain must have felt surely became too much to bear. I shortly relieved him of his worldly worries, but I can’t say that I felt good about it. Certainly not heroic (no matter what the difficulty level told me).

That’s when I realized it: Destiny 2 is not sci-fi; it’s a horror game where you play the role usually referred to as “the bad guy.” While the world does set things up as a struggle between Light and Darkness, and you are told that you’re on the side of peace, truth and justice, and your enemies do some despicable things, I’m not sure that the gameplay bears that out.

Destiny 2 was not a game I expected to give me some sort of existential crisis; I was only looking for some fun co-op with friends or a mindless activity for my hands while I listened to an audiobook. But what I got was a great uneasiness about the setting, one I can’t seem to shake.