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Archived Post
04-12-2012, 11:51 PM
SPOILERS BELOW

"Horror deals with the viewer's nightmares, hidden worst fears, revulsions and terror of the unknown."
This was taken from Wikipedia, and will serve as the definition of horror that I'll be using for this review.

Hearts and Minds was played up as a friday the thirteenth episode, one dealing with horror. This is cool, and a pretty solid departure from typical sci-fi of the trek genre. Frankly, it shows in the writing. Whoever wrote this, I feel, needs a return to a basic primer of just what horror is.

The entire purpose of horror is, like said above, to play upon our primal fears, our terrors and our nightmares. The biggest of these, however, is playing upon the fear of the UNKNOWN. The monster in the closet is terrifying because we can't see it. The shadow frightens because of what it could contain. The monster we conjure in our minds is always, without fail, scarier than the one we have on screen. It is the reason that most horror movies are dark. We can't see well in it, and who knows what the darkness contains. Darkness is, as well, one of our primal fears. Predators lurk in the dark.

This episode failed to provide enough of this unknown mystery element throughout. From the beginning, the mission log sounds ominous. We're quite well telegraphed that SOMETHING will go wrong, simply from how this is toned. This was played up, so we knew this coming in. I'll let it slide as we'd probably not be fooled anyway.

Secondarily, the mission objectives are laid out simple, easy, and coldly on our sidebar. Now come on. The easiest way to give us unknown in a mission like this would be to make nebulous the kind of thing we're encountering next. Simply editing these to be more ominous, less specific, or even more thematic would go a long way.

The final issue with the unknown element is that we're given too much information. His journals are clean, concise, easy to understand. We're not really given any sort of suspense regarding what it is he's doing. Our bridge officer of choice doesn't help, bumbling behind us like the more annoying iterations of Watson. "He's been cut open. Someone else must be nearby!" No, really?! Our characters couldn't have figured that one out? This mission would have been much more enjoyable had the information been laid out, allowing us to draw our own conclusions. We find him there, cut open, scanned. That's all you need to tell us. We can figure out on our own that someone did that. We aren't two. Most easily solved by simply removing the bridge officer and making it a solo mission.

Removing our buddy would also add to the horror, as that plays on our primal fear of power, or not having it. There's a reason why slavery is so abhorrent, imprisonment a deterrent, and kidnapping so heinous. All of these remove an individual's power over their situation. It's also the reason that most horror (that doesn't move into the thriller or zombie-killing areas) present protagonists with weak or ineffectual weapons. That's why Drozana worked so well. These otherworldy beings, resistant to our weapons, seemingly killing at whim... That's power. Even with a full team, at the basement there are times when you feel outmatched and outmaneuvered.

Having us kill spiders breaks that. Shatters it. From that point on, we're encouraged to go through guns blazing, shoot first and ask questions later. That's action, not horror. This is a pity, since there was such hope when the turrets came online, giving us the feeling that the environment is against us. Even better when the gas began flooding the room. We're powerless to stop that with conventional means. We need to be clever. We need to use our brains. I was sorely disappointed that the need to go around a problem rather than shoot it dead didn't run throughout the episode.

While it's not required, I believe that in a story, any story, there should be some sort of plot. This means a beginning, a middle, and an end. The beginning sets up the plot, tells us what we need to know. I thought that the beginning of this was alright. We were told to check up on him, yadda yadda, pretty standard.

The middle was mediocre. Something's gone wrong. However, we don't get a sense of what that is (which is good) but nor do we get any sort of leading clues as to what it is (turning our curiosity to indifference). The logs don't work to convey that sense of suspense, of giving us just enough to lead us along. More logs, and making them more fragmented throughout the room, would have done this, I think, as well as let us build a sense of atmosphere that was sorely lacking after that second door.

The end was HORRID. Clones. They're not my clones. I don't get primal terror from clones in vats anymore than I do when seeing twins. They don't act in tandem, they don't... do, anything. And we have to shoot them. From this point on, we're given out power back. We know what we're fighting (it's the middle's problem that we don't really know WHY) and we have an easy means to do so. Namely, our guns.

The final encounter was beyond disappointing. They simply attack us after shouting what ends up being a garbled mess. They don't act in sync, they don't strike me as clones, or even moderately related by the way they act. They should express teamwork, they should express tactics! This is a limitation of the game engine's AI, which should have told you that this ending is unfeasible.

After that combat... we're done. There's no wrap-up, there's no ability to see additional information, we're not allowed to solve it. All we get is another blithe comment from our second (this time spouting information we didn't get enough information to deduce ourselves), and told to gtfo. No, no, no.

A minor, by comparison, quibble. We got a clone reward. Really? These moral abominations we're supposed to be terrified of, and we take one on as an ADVISOR, of all things?! That would be like going out, beating the zombie horde, then taking one and making him your butler.

All in all, this episode showed promise at the beginning, but rapidly deteriorated. For the first room, which I would play again if bolted to something decent (and the mission's only true redeeming feature), I would give this mission a 2 out of 5. There is no replay value.


tl;dr version -

-Atmosphere needs to be darkened, and the interface needs to be less blatant.
-Make it a solo mission.
-Reduce or eliminate the combat.
-Increase the suspense by showing glimpses and teasing, not telling us dumps of garbled facts.
-Ending makes no sense.
-Reward is headscratching.
-2 of 5.
-Would not play again.

Archived Post
04-13-2012, 12:08 AM
I'd have to agree with the assessment of this mission as reported by the OP. I found the mission to be quite laughable in terms of "horror" or "Creepy"..

SPOILERS: Mad Vulcan Scientist who clones himself and something goes horribly wrong? Ho hum.. The only funny thing is that the clones, in some versions, look like Freddy Kruger. The mission honestly could have been made it be abit.. longer. Making you hunt through a much larger station.. running across bodes every where.. A person getting killed, defeating that enemy.. and then a minute or two later.. the "Wait a minute.. didn't we just kill him? What the?" Would have gone a long way to getting creepy. You want a lesson in Creepy? The Drozana Mission where you have to go down into the Station's Bowels was freeking Creepy.. And any time I do that mission and hear the creepy Hologram's little Speech I always get the chills. Never fails.

We should have had to drag near invincible enemies back into that security room and turn it on them.. Lock them in there.. Might have been better tbh..

Ah well.. at least we get a free Doff and a new Lirpa with strange new powahs... Yay.. :rolleyes: Nice try Cryptic. Better luck next time. ;)

Archived Post
04-13-2012, 01:00 AM
I liked it and worth doing.

Archived Post
04-13-2012, 02:14 AM
Umm okay stargate525, thank you for your thoughtful 1000 word Master's thesis meta-analysis of the mission. Please pick up your diploma with our dean's heartfelt congratulations. :rolleyes:

Seriously, the mission is straightforward and almost too easy. Except the isolinear chip puzzle which is nearly impossible to do without dying a dozen or so times. I get the feeling that the Cryptic Powers That Be held a 10 minute meeting to decide what the player base thought of as "horror" and came to the brilliant conclusion that it had something to do with evil scientists. Too hard at first, then too easy.

"No wonder cloning is an ethically murky issue." What was that? Preaching, or a moral that was simply an afterthought? I thought I was playing a MMO that was made by adults intended for adults, but apparently it was made by simpletons for children with weak hearts. Really!

I can't believe I paid a Lifetime sub for a flimsy mission that is best demoted to the Foundry, along with thousands of self-replicated Lockboxes!!

Archived Post
04-13-2012, 03:23 AM
After playing this mission I thought "They must be bored in their job." So maybe you will put all that afford in for example completing The Hive or any new STF?

Archived Post
04-13-2012, 03:32 AM
For a horror themed mission it failed for me, it was too easy and i felt in no way in peril as if something was going to come bursting out of the walls to get me or my compainion (that would have been cool having your companion/follower taken in the middle of combat when the lights go out suddenly).

Having the place much darker so you have to use a light until you could reroute power would have been better imo as that would have made it creepier while exploring

The reward at the end was nice but wierd - looks like you kidnapped a clone lol

Archived Post
04-13-2012, 05:51 AM
Umm okay stargate525, thank you for your thoughtful 1000 word Master's thesis meta-analysis of the mission. Please pick up your diploma with our dean's heartfelt congratulations. :rolleyes:
It's not... Oh... Yeah, I did ramble a bit. Whoops.

The isolinear chip thing is possible without dying; two of my toons accomplished it. But I agree, when I got to the end, it felt decidedly like a foundry mission.

I mean, Drozana station does horror much better than this one.

Archived Post
04-13-2012, 06:21 AM
! That would be like going out, beating the zombie horde, then taking one and making him your butler..

Actually, I really enjoy the idea of a Zombie Butler. If the Zombie Apcolypse ever happens, I know the first thing I'll be doing now.

Archived Post
04-13-2012, 07:43 AM
I'd really hope to see Cryptic sponsor a Halloween-themed Foundry mission contest this August. (Two months development time, leading to the late October judging/prize announcement.)

I was really disappointed with this "Hearts and Minds" episode, too.

It was hobbled together too quickly. I liked the chamber with the... (no spoiler given). But beyond that, the mission fell flat. It was a nice try for Friday the 13th. But some new map assets would have been welcome.

STO player PoisonFox posted a "Hearts and Minds - Speed Run " video link to Twitter (as picked up by StarbaseUGC's Twitter feed).

See it on YouTube: http://t.co/bvb8BBCV

Archived Post
04-13-2012, 07:45 AM
It's not... Oh... Yeah, I did ramble a bit. Whoops.
I personally enjoyed the ramble. And the funny comment from Captain_KC. :) Diplomas for you both!

Archived Post
04-13-2012, 07:49 AM
I abandonned the mission because I thought there was a bug.
Now it's on a 1 day 15 hours cd.

Is there a way to take the mission a second time? :confused:

EDIT : that sucks seriously, the timer should happen when we got the rewards, all I got from this mission is frustration...

Archived Post
04-13-2012, 12:12 PM
Seriously, the mission is straightforward and almost too easy. Except the isolinear chip puzzle which is nearly impossible to do without dying a dozen or so times.

Wear the EVA suit you got from the 2800 series....you can switch back after you get past the first part. ;)

Archived Post
04-13-2012, 05:40 PM
Having a BoFF with great medical skills helps. And plenty of heals as back up too. (never died)

It's not... Oh... Yeah, I did ramble a bit. Whoops.

The isolinear chip thing is possible without dying; two of my toons accomplished it. But I agree, when I got to the end, it felt decidedly like a foundry mission.

I mean, Drozana station does horror much better than this one.

Archived Post
04-13-2012, 07:48 PM
Having a BoFF with great medical skills helps. And plenty of heals as back up too. (never died)

Yep. Dedicated Combat Medic BOff (Medical Tricorder 1 & 2, Vascular Regerator 2, Nanite Health Monitor or Vascular Regenerator 3) can keep up with the gas DOT without any problems.

Archived Post
04-13-2012, 09:51 PM
If the chip was too much of a problem, you could just have destroyed the console...

Apart from that, I think a lot of people here just expect too much of what in a game like this, or for that matter in an MMO in general, can be achieved...

Archived Post
04-13-2012, 10:28 PM
Apart from that, I think a lot of people here just expect too much of what in a game like this, or for that matter in an MMO in general, can be achieved...
Frankly, that's a preposterous position to take.

There is no reason that an MMO can't evolve past the 'collect X of this' or 'kill Y of that' hand-holding missions that it normally achieves. There is no reason it can't borrow from other genres, make its setting more immersive, more entertaining, and all-around BETTER. Especially in single instances.

Whether the audience as a whole is aware of it or not, video games are evolving into a legitimate artform. MMOs have the potential to be this medium's equivalent of social improv, cooperative storytelling, or shared worlds in literature. But only if people stop setting the bar at where they know the developers can reach and start raising it for them to achieve.

For me, they hit that bar and then some in Drozana station. That was creepy, it was scary, it was horror of the kind that makes me turn it off and return when it's daylight out. I know that can be hit; it's happened before in Half Life 2. Drozana showed me you can find it in an MMO.

Now, I expect them not only to meet that level they've showed me they can do, but to exceed it and continue to grow. It can be achieved, and someone will achieve it, as soon as they the developers have the courage to step forward and take the chance.

They have an opportunity here; a large, willing fanbase that wants them, in large cases, to do things that are creative and unique, and will be more than willing to (at times harshly) critique them when they misstep. But on the other hand, despite the rage that sometimes seems to drown these forums, they're still here. They care.

It's time that the developers start trying things to earn that care and reward it.

Archived Post
04-13-2012, 10:35 PM
I have to agree with the OP as well,
The Devidian episode "What Lies Beneath" did a much better job of creating a creepy atmosphere. Dark rooms and corners, surprise attacks by spiders or the ghost like devidians, with the disembodied ramblings of an insane hologram serving to heighten that spooky feel.
With Heart and Minds the creepiest part is the dev blog, hinting at some hidden horror that simply never appears in the actual quest. You walk from one dimly but still over lit room to the next clearly seeing what your challenges are, there is nothing that is really surprising or even scary, no hidden threat waiting to ambush you from some dark corner, no monstrous creation stalking you as you move from room to room, nothing in the least that could be called horrific. You read a few PADs shoot a few enemies and all too quickly, the quest is finished leaving you wondering what the hype was about.
I'm sure the devs had no wish to create an episode so disturbing that it would give players nightmares but this quest falls so short it's 'actually comical.

Archived Post
04-14-2012, 07:10 AM
It is a nice little story created by a person off the clock, in his spare time. Just like all of us could do (within limits) in the foundry.

The scary part probably is that people just take 'Hey, I got some bad condition here. Let me create clones of myself and experiment on them, including killing countless of them.' as if it was the weather report.

Archived Post
04-14-2012, 09:08 AM
The scary part probably is that people just take 'Hey, I got some bad condition here. Let me create clones of myself and experiment on them, including killing countless of them.' as if it was the weather report.

This isn't scary, it's only logical way.

Archived Post
04-14-2012, 09:24 AM
This isn't scary, it's only logical way.

Which in itself is a terrifying concept.

But we never get that from the information we're given. We don't see dozens of dead clones, we don't see the issues he has... He's just... flat.

Archived Post
04-14-2012, 09:00 PM
I'll always want more, both in terms of quality and quantity, from STO. That being said, I enjoyed HEARTS & MINDS as a mini-mission. I heard on Twitter that there were those trashing the dev who made the mission on his own time in the forums. That's a shame. I just logged on to say THANK YOU JESSE for your hard work.

Archived Post
04-15-2012, 03:43 PM
I'll always want more, both in terms of quality and quantity, from STO. That being said, I enjoyed HEARTS & MINDS as a mini-mission. I heard on Twitter that there were those trashing the dev who made the mission on his own time in the forums. That's a shame. I just logged on to say THANK YOU JESSE for your hard work.
I'm not trying to bash one of the devs.

But It's a tad bit annoying that a semi-decent foundry mission gets slotted into an event, while dozens if not hundreds of other, better ones get relegated to the foundry mission hell simply because we don't have the connections to directly ask the person in charge of it face to face.