Monday, December 17, 2012

How To: Steam Sales

Note: It seems that daily deals and flash sales are no longer a regular part of major Steam events. Unless things go back to the way they were before, this guide is obsolete. It is being kept online for historical purposes only.



Steam has been going a bit crazy with sales lately. They haven't all been mind-blowing but it seems like there's a new one every time I check the store. There was that three-day Halloween Sale, then a week-long Autumn Sale for Thanksgiving and Black Friday... and I guess this is pretty normal, so far, but there was also the recent week-long sale of controller-compatible games to celebrate the Big Picture feature coming out of beta, and that particular event ended only a week ago.

Now, with only a week before Christmas Eve, it's just about time for the highly anticipated 2012 Winter Sale, which will run through the holidays. I'm not exactly sure when it will start, but it should be sometime in the next few days. (Last year, it began on Monday, December 19; the year before that, it began on Monday, December 20; and the year before that, it began on Monday, December 21. Since today is a Monday with no sale, and the event is unlikely to start as late as December 24, we can be pretty sure that the Monday pattern won't hold; instead, I'm betting on a start date of Thursday, December 20, give or take a day.)

The Winter Sale is typically the best sale of the year on Steam, rivaled only by the Summer Sale. In other words, it's kind of a big deal. The holiday season, of course, is the best time to buy video games anywhereGOG, for example, is having a sale right now — but Steam is so well known for its discounts that other distributors get mad and pretend that sales are a bad thing even though developers completely disagree. And yes, this particular sale is a biggie.

So if you're planning to do some video game shopping on Steam in the coming days, it helps to be prepared. Unfortunately, some people don't really understand how Steam sales work, either because they've never seen one or because they don't pay attention. They buy a game on the first day of the sale when it's 50% off, and then they get mad when the game's price is bumped to 75% off just a couple of days later. This is great for the people who made the game, I guess — so go ahead and pay more than necessary in order to support the industry if you want to — but as long as developers are willing to apply deep discounts to their games during daily deals and flash sales, you might as well take advantage of it.

With that goal in mind, I've created a helpful flow chart, seen below.


The same rules certainly might apply to other online stores whose holiday sales have a similar format of long-lasting (mediocre) discounts punctuated by short-lived (much better) deals. In any case, you really shouldn't buy a game from any online store, especially Steam, if it's not on sale and there's likely to be a sale just around the corner... that is, I mean, unless you like paying four times as much as everyone else. There's no reason to be in such a rush that you buy something too early. Since digitally distributed goods are delivered instantaneously, you'd be a fool not to wait until the last minute.

I just wish I could buy video games for everyone I know. Picking out gifts for younger people is so easy. The older people in my family, on the other hand... well, if they don't start giving me hints really soon, it's gift cards for all of them.

Happy Holidays!



Update (December 20, 2012):


My estimate for the start of the Steam sale was dead-on. I feel so special.

Tuesday, December 11, 2012

The Appeal of Standardization

For a while now, I've been planning to buy a new personal computer, because the one I have is getting rather old. The problem is that I just don't know very much about building one. I'm not a gaming PC expert, despite the fact that the PC has been my platform of choice ever since I learned that shooters are fun and that playing them with anything but a keyboard and a mouse is like eating tomato soup with a fork. It's wrong.

So when I set out to build a good computer, I didn't really know where to start. I'd like to think I'm not a complete idiot when it comes to computers; I'm quite good at using them once they're assembled and turned on. I even know what a central processing unit is. What I don't know, however, is exactly which one I should buy, given my (arbitrarily chosen) price range.

The same goes for the graphics card. Being a clever guy doesn't allow me automatically to know how good a given graphics card is (in terms of manufacturing quality and qualitative performance) just by looking at the name. I could look it up and read some reviews — and I've been doing that, actually — but there are hundreds of any given computer part from which to choose, and with any source of information I might come across in researching the topic, there are always the questions of accuracy and bias. I'm not inclined to blindly believe everything I read or watch on the internet, especially when there's money involved.

And there is money involved. Since I'm looking to get a computer that's actually up-to-date (i.e., current games playable at reasonably high settings), I'm expecting to spend between $700 and $900 on the whole package. To put it bluntly, a "gaming PC" is not the cheapest toy you can buy. It's several times more than what you'd currently pay for an Xbox 360, for example... but, of course, we do have to keep in mind that the Xbox 360 is a seven-and-a-half-year-old console — yeah, it's that old now — and we can safely assume that my (hypothetical) new PC would be useful for things other than playing games. If I wanted seven-and-a-half-year-old PC hardware, I'm quite sure I could pay around the current price of an Xbox 360 to get it.

In other words, you get what you pay for, so I won't make some blanket statement about PC gaming being more or less cost effective than the console alternatives. (It wouldn't even mean much, since most so-called "PC gamers" play on computers that weren't built or purchased with video games in mind.) The most legitimate reason to prefer consoles over the all-mighty personal computer is to avoid a problem that I'm discovering first-hand: buying a PC is harder than buying a console. Even if you're buying a (potentially overpriced) pre-built computer rather than customizing the perfect rig one piece at a time, it's not like choosing between an Xbox and a PlayStation. There are more choices and more decisions to make.

Consoles are pretty standardized. Everyone with a given console has the same experience, and each of them know that any games they buy for that console are going to work out of the box, exactly as well as they're supposed to work, with no effort. Meanwhile, PC owners tend to prefer the PC exactly because that standardization does not exist. Everything is customizable, everything is personalized, and you can spend as much or as little as you want depending on your needs. Getting games to work can sometimes be more of a hassle, but it's nothing a computer-literate person can't handle.

This is why some PC enthusiasts are dismayed at the announcement that Valve, the company in charge of the popular and influential digital distribution (and digital rights management) platform known as Steam, is making it's own "console." At first, it was just a rumor, which was quickly denied, but now it's been confirmed. (Also read this because Forbes is pretty great.)

This so-called "Steam Box" isn't really going to be a console in the traditional sense; presumably, it's going to play PC games. Then again, I'm betting it will only play PC games purchased from Steam, and Valve boss Gabe Newell has already said the hardware will be a "very controlled environment" (and that anyone who doesn't like it can stick to regular old computers), so what's the real difference between this and a console? I mean, aside from the fact that its library of games will have existed for far longer than the console itself, and the fact that people who want to play Steam games can continue to do so on a regular PC if they so choose.

The PC gaming community is split right now between those who can't wait to buy a "Steam Box" and those who simply don't see the point in owning one. After all, just about everyone who uses Steam already plays games on a PC. (The community is also divided over the issue of whether this kind of PC/console hybrid is good or bad for the future of PC games, which might be designed specifically for specialized console-like computers like this one, if other companies follow Valve's example.) Truth be told, we don't know what kinds of features the "Steam Box" will have. All we know for sure is that it will plug into a TV and that it will work with some sort of gamepad... but a PC can do both of those things, too. Just buy an HDMI cable and a USB gamepad; wired Xbox 360 controllers seem to work well. Even the PC version of Steam is gamepad-compatible now that Big Picture is out of beta.

The idea of a Steam console is still appealing for a lot of reasons. Perhaps some of its support is coming out of ignorance, as not everyone seems to be aware that if you drag your PC out of your bedroom and over to the widescreen TV in the living room, take the HDMI cable out of the cable box and stick it into the PC, and then pull the wired Xbox 360 controller out of the console and stick it into a free USB port, you've effectively turned your PC into a console. (The only downside is that it can't easily be operated with the controller outside of a game or Steam's Big Picture mode, but a wireless keyboard and mouse fixes that right up.) But moving PC gaming to the living room isn't the only benefit. Remember what I wrote about standardization?

People like it. It's why they pay so much for Apple products.

I don't mean to compare Valve to Apple, but if the "Steam Box" is filled with half-decent hardware that can run most of the games on Steam without melting, then buying the so-called console is going to be an easy choice for those who don't want to bother with the difficulties of buying a normal PC — whether that means finding decently priced and compatible parts for a custom-built gaming rig, or narrowing down a million choices of pre-built computers to just one and wondering if it will be able to run that new game without a hiccup. The assumption is that, if you're buying a "console," the games for that console are guaranteed to work.

Buying the "Steam Box" might even be cheaper overall than going out and buying a pre-built computer of equivalent power, since you won't be paying for Windows and all the other things that the "Steam Box" won't have. Getting a Valve-built, Valve-approved console on which to play Steam games is a no-brainer for those in need of an easy solution. The only thing we're left to wonder is why the people who want to buy the Steam Box became "PC gamers" in the first place. Wouldn't they have been happier all along with an Xbox or a PlayStation? Perhaps they only joined the PC side of gaming because Steam itself is already so simple to use.

Unfortunately, simplicity and standardization often go hand-in-hand with restriction, and this isn't something that PC gamers tend to like. (At least half of them don't even like paying for their games.) But regardless of what happens with Valve's upcoming pseudo-console, it's unlikely to damage PC gaming as hardcore PC gamers know it. I think it will, though, give traditional consoles a run for their money. More competition is usually a good thing, and I'm hoping this isn't an exception to that rule.

Wednesday, November 21, 2012

I'm Thankful for Video Games

I've been too busy to write anything interesting for this week because I've started a new job, and this one actually requires me to go to sleep before midnight. Since I do most of my writing between midnight and dawn, this is a small problem. However, it isn't going to change anytime soon unless I get fired, so I hope I can work around it somehow. Of course, I do have a day off tomorrow, but it won't be spent in front of a computer. And on that note, to those of you who live in the United States, have a great Thanksgiving. (To everyone else, have fun getting up for work in the morning.)

But while I'm here, I might as well mention that Steam has begun its Autumn Sale, presumably in honor of Thanksgiving and to coincide with Black Friday. This comes just a few days after the Autumn Seal website stopped giving out free coupons for a short list of games (Alan Wake Collector's Edition, Alan Wake's American Nightmare, Trine, Trine 2, Trine 2: Goblin Menace, Trine Complete Collection, Legend of Grimrock, and Rochard).

The Trine series coupons have already expired as of last night, but the Alan Wake series and Legend of Grimrock coupons are still good for the rest of the day, and the Rochard coupon is still good through tomorrow. In addition, all of these games are currently 50% off, as a result of the current sale. So here's the big question: Do the Autumn Seal coupons' discounts stack with the sale's discounts?

As you can see, I have a few of each (unexpired) coupon left, since it took that many spins of the Autumn Seal slot machine to get the Trine coupons I really wanted.


All week, I've felt like an idiot for having so many of these coupons and not using them — I wanted at least to give them away — but it looks as if my coupon hoarding might have paid off.

The Rochard, Legend of Grimrock, and Alan Wake's American Nightmare coupons all work as expected. Only the Alan Wake Collector's Edition coupon doesn't seem to work at first glance, but that's because it's misnamed (and this is a good thing). Despite what the coupon says, it actually applies to the Alan Wake Franchise pack, which includes the Collector's Edition as well as American Nightmare.


Since the discounts are applied one at a time, a 50% coupon used on a 50%-off game totals to 75% off, as is the case with Legend of Grimrock and the Alan Wake games. Rochard, on the other hand, ends up being around 87.5% off, which would be a fantastic deal if the game weren't so recently included in a pay-what-you-want Humble Bundle. Overall, though, this is pretty good. While a Steam coupon is typically useless because it almost never offers as good a discount as one might find during a seasonal sale, the fact that these coupons can be used during this event makes them worth having.

Of course, the coupons are only good for the very beginning of this sale, and some of these games will surely be featured as daily deals after the coupons expire, in which case they will end up being around 75% off anyway.

At least now we know that it is possible for coupons to stack with existing discounts. Since it so rarely happens, a lot of people tend to think either that coupons are deactivated during sales or that they're timed perfectly to expire before any sale begins. (During the last Winter sale, coupons were given out, but they weren't activated until after the sale was over, and there wasn't another sale until the coupons were dead.)

Anyhow, I'm planning on trading away (or giving away) as many of these coupons as I can, and perhaps even using a few of them myself to buy gifts for friends. I could just wait until a daily deal gives me the equivalent discount, but this way, I actually get to make use of my Steam inventory instead of just letting stuff sit there until it vanishes.

Wednesday, November 14, 2012

Boss Fights & The Suspension of Disbelief

I've been playing Deus Ex: Human Revolution for the past couple of days, and it's been an interesting experience.

Just as when I played the original Deus Ex and its slightly awkward sequel Invisible War, I'm afraid my perfectionist tendencies (though not, I'd like to think, a lack of skill) are to blame for the amount of time it's taking me to finish the game. It's hard to resist loading my last autosave every time I trip an alarm or waste an item, but part of me still knows it's more fun to improvise when facing the consequences of a stupid mistake, so I'm trying to keep the save scumming to a minimum.

In terms of item hoarding, though, I'm still hopeless, just as I am in every game with an inventory. When I bought Human Revolution, it was on sale, but so was all of the downloadable content, and like a fool I bought the whole package. The end result was an inventory full of extra stuff — a few bombs, a silenced sniper rifle, and a double-barreled shotgun — and I've been carrying it around thinking "hey, I might still use this." More generally, my inventory is full of crazy things that I've been waiting for the right time to use, and some of these things are loud and explosive.

But they're going mostly unused, because I've decided to take the non-lethal stealth approach. It seemed like the easiest option in the beginning of the game, and it continues to be the easiest option now that I've had plenty of practice at sneaking and very little practice at shooting. Like its predecessors, Human Revolution doesn't seem to encourage players to charge in with guns blazing. Perhaps this would have been a viable option if, earlier in the game, I had picked up a nice assault rifle and every combat-oriented augmentation I could afford. But I didn't, and despite my extensive experience with more generic first-person shooters, I found myself dying very quickly whenever I made the mistake of being seen.

So I stuck to sneaking around, as the developers intended, and at this point it only seemed right to avoid killing people whenever possible. My weapons of choice are a tranquilizer gun and my own metal fists. I've probably left about 150 unconscious dudes in my wake, and I hope their imaginary families appreciate it. There have been times when lethal force would have made things easier, but I've already come this far. If it takes me twice as long to complete a mission because I've committed to carefully sneaking past the guards instead of blowing them up with fragmentation grenades, so be it.

But even a non-lethal run through the game will involve some necessary bloodshed. The bosses in Human Revolution are notorious for taking that element of choice away from the player; with one exception (or so I've heard), they all must be killed. So far, I've fought two of them, and both fights were an unwelcome departure from the playstyle I had already established. Unable to sneak away or knock my enemy unconscious with a punch to the face, I was forced into a brutal fight to the death. I realized it was a good thing that I kept all those lethal weapons in my inventory instead of dropping them on the ground when I made that commitment to imaginary nonviolence.

Of course, there are always weapons lying around in the room when a boss fight occurs — the developers make sure these fights are winnable — but running around the room collecting loot (and accumulating damage) before even starting to fight back is an easy way to die.

In any case, as with most boss fights in most games, I died more than a few times in each fight before getting the hang of the enemy's attack pattern and thereby developing a viable strategy. And in each case, the strategy I ended up using wasn't exactly as fun as I hoped it would be. It wasn't the jarring transition from methodical stealth to ultra violent carnage that spoiled the experience. It was the transition from a semi-realistic world into one in which a dude can take multiple shots to the head from a high-powered sniper rifle and not die, and in which a chick can happily absorb a hundred rounds from a heavy machine gun after stepping on a couple of landmines and then blow me to pieces. Yeah, I get it, they're mechanically augmented, but so is the protagonist, and the superhuman feats do need to be kept within reason. Even metal parts can be blown up.

When I nail a guy in the head with a sniper rifle (or any other weapon) I expect him to go down, or at least be severely wounded. Even with a pure adamantium skull, he should have a concussion. If the developers want a boss fight to be challenging, they should be able to think of ways to make it so without giving the enemy so many health points that the suspension of disbelief is utterly destroyed before the fight is half-way over. If they don't want the player to blow the guy's head off in one shot, they should find a clever way to keep the player from doing so, rather than making the guy's head (along with his other parts) nearly indestructible.

I suppose a force field would have been too much of a cliché, while taking away the player's sniper rifle would have been too restrictive. Maybe there isn't a good solution. That is, maybe — just maybe — games that strive for any amount of realism shouldn't be designed with long boss fights in the first place. A fight involving firearms should be over in less than ten seconds if both parties are mortal human beings, with or without super cool prosthetics.

Human Revolution isn't the first game in the series to have boss fights. The original Deus Ex had them too, and some of these bosses also absorbed an unreasonable amount of damage. However, I distinctly remember winning one of these fights in less than a second by blowing the guy up with a few cleverly placed bombs. I walked out of the fight unscathed. It wasn't the manliest way to win, but it was what I chose to do, and it worked. Furthermore, some of the boss fights in the original Deus Ex could be avoided entirely — for example, by using ones investigative skills to uncover a killphrase which causes the enemy to self-destruct.

So why does Human Revolution force players into long, grueling battles, even when the player has chosen stealth over brute force and non-lethality over wanton destruction? I almost think the developers were under the impression that video games just need bosses, which clearly isn't the case here. I'm reminded of the Mass Effect 3 director who took a lot of heat from fans for saying that boss fights were excluded from his game because they were "just so video-gamey." He went on to explain how he didn't want to include boss fights just for the sake of having boss fights. This whole portion of the interview is ridiculous for a lot of reasons (e.g., why the heck shouldn't video games be video-gamey?), but I think having boss fights for the sake of having boss fights — happily fulfilling this particular video game trope without regard for whether it really improves a particular game or the player experience — is exactly what the Human Revolution developers have done. The game might have been better without them, or at least without the necessity of participating in them.

All in all, I think Human Revolution could have learned a lot from its predecessor. The original Deus Ex is outdated, but it still has some good ideas that could have been put to use in the prequel.



Update (November 18, 2012):


For the record, I did finish Deus Ex: Human Revolution last night. My opinion on the boss fights hasn't changed much. The game's third boss wasn't nearly as frustrating as the first two, since I'd dropped the unused double-barreled shotgun and amassed a small collection of fragmentation mines, but it still wasn't particularly fun. Based on my single brief engagement with this particular enemy, I have to surmise that he wasn't very bright. After taking a couple of hits from his plasma rifle, I simply ducked behind some nearby cover, and he just kept shooting (and missing) without attempting to move to a better position.

Since he didn't seem to be going anywhere, I started chucking those explosives at his feet, and from this point onward he was stun-locked by one explosion after another until he finally died. I would have expected him to be reduced to a fine paste after all that punishment, but instead he bled to death rather peacefully as if I'd shot him with a single well-placed bullet. In fact, that's how most of the bosses seem to die, even though killing them usually requires a whole arsenal of heavy weaponry.

Again, suspension of disbelief destroyed. But it didn't really come as a shock this time.

Only the final boss was really interesting, since the fight had multiple stages and multiple targets. This doesn't make it the most original boss fight I've ever seen — a lot of it was still "shoot this, shoot that, press this button, repeat" — but at least it didn't feel like attacking Superman with a BB gun.