Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Friday, November 20, 2009

Aion review part 2

The last you heard from me I had embarked upon my great journey to the unknown. Many moons later now I return unto you, broken and scarred from my travels, to delight you with tales from the fabled Abyss itself. (Ok, only one moon later... I've been listening to a lot of Dragon Age cut-scenes lately and accidentally break into melodramatic fantasy monologue from time to time).

In the earlier review I told you that Aion is a game of much polish, much prettiness, and much grinding. I was willing to bear the grind so that I could see the Abyss - that ginormous PvEvP area of theoretical MMO perfection. My thoughts:



The Abyss is the coolest looking area in the game, by far. It's a bizarre, abstract, twisted area that almost feels like you're in space. A giant red sun, asteroids hurtling randomly at you from nowhere, jagged platforms drifting aimlessly around, and stargate-esque devices that recharge your flight timer. When I arrived I felt that it had all been worth it.



This feeling was enhanced when I got my first sniff of RvR. Running around with a giant group of people and being part of a mindless zerg is undeniably fun sheerly for the epic nature of it all.



Unfortunately these feelings of epic grandeur did not last. Being in a massive zerg was a performance nightmare, with framerate dropping to something like 2 fps. I had to turn all my graphics settings to minimum to avoid the frequent crashes that otherwise plague all who would attempt a fortress raid. Bear in mind, my computer is moderately beastly and handles other newly released games on maximum settings just fine. This is the only area where the game does not feel "polished". I'm beginning to wonder if anyone will ever release an MMO that can support a large number of players all doing things at once.

The performance issues were probably exacerbated by my ~700 ping to the American servers, playing from Australia. When I played Guild Wars on American servers my pings were less than half this - I'm not sure exactly what is up with their net code, but it does not seem optimal for overseas types.

Performance aside, fortress raids are relatively few and far between. It is actually advantageous to NOT capture fortresses since one of the best sources for XP and higher levels is to kill the repeatedly respawning fortress guards of the opposing faction. Capture the fortress and you lose that ability.

When I actually did get to go to fortress raids and manage not to crash, I discovered that my contribution to the attack on the NPC's was laughably pathetic. Even at level 32 my auto attacks did literally 1 damage at a time to the elite fortress NPC's. It made me feel so pathetically worthless - the whole point of an RPG is to create the illusion that you're a superstar ("wow, you reached level 12, you can now cast mega fireball of raining death, congratulations!") as opposed to making you feel like an insiginificant gnat. The level disparity is just as bad when fighting other players - when you see one fellow effortlessly slice through a dozen "lesser" players, you just have to shake your head and wonder what the designers were thinking.

I'm sure things would feel better at high levels. But the grind... oh, the grind. If I thought it was bad at the lower levels, that is nothing compared to the situation now that I'm over level 30. Do I want to punish myself that much to get to the maximum level? Is it really that important to me to then be the one that can one-shot a bunch of "n00bs" and feel like I'm so amazingly talented at the game, when in reality I am pushing the same 1-2-3 buttons as all the other players?

The answer is no. If the levelling was faster, if the level disparity was not so important, if RvR happened more often and without crashing my computer, then I would probably be all over it.

Game over!

Saturday, October 31, 2009

Torchlight demo thoughts

Yes, I'm on a demo rampage this weekend!

Good thoughts:

1) Dungeon crawling feels fun, slick, and streamlined. There is lots of loot, but the mechanics are transparent enough that it's not too difficult to decide which to junk and which to keep. The skill system is easy to use and the skills themselves are quite fun. A range attack that pierces through enemies *and* rebounds off walls? Yes please.

Between this and Kivi's Underworld there are a lot of good ideas for maximizing the fun in these kinds of games, and I'd recommend playing both for anyone looking to design their own.

2) You get a pet that semi-tanks for you. It has an inventory which you can fill with crap, then send it on its way back to town to sell. Much win.

3) You can duel-wield a ranged and melee weapon, and you will fire/swing with the most appropriate one depending on the range of your target. I had a blast (pun intended) with my hammer in one hand and a pistol in the other.

4) I'm fairly sure the levels are at least semi-randomly generated, which keeps things fresh (that or I have a really bad memory)

Bad thoughts:

1) The cartoony graphics don't do it for me. They are cute if you like that sort of thing though, so WoW players won't see any disadvantage there. For me though it's a waste of an opportunity to create any sort of tension with the atmosphere.

2) There is no multiplayer. They are apparently working right now on making an MMO out of the game and I assume using the single player proceeds to fund this. But, some simple direct connection support circa 1992 would have been much appreciated.

3) The story feels like a direct rip-off of Diablo 1. I mean, they are quick to point out in interviews that "we are the dudes who made Diablo so we are awesome", but you can't just ctrl-c -> ctrl-v the whole thing.

4) One thing that was also plagiarized, which was always quite lame about the Diablo games, was the need to dump multiple skill points in a particular skill, usually for little tangible benefit. Ooh, fear the wrath of my increased 6% weapon DPS! (That's right, they actually use the terminology "DPS" in the tool-tips... that needs to die, stat). I much prefer the other approach where once you have something, that's it, it's yours... a la Dungeons and Dragons, Guild Wars, even Aion.

So in summary, they've got the core dungeon crawling mechanics done very, very solidly. But with no multiplayer and that cartoony look, I just don't find myself wanting to spend much more time with this one.

Thursday, October 8, 2009

Aion review

So, I'm playing Aion at the moment. I was going to give a little synopsis and then proceeed into a piece-by-piece breakdown of the game, but I realised that for Aion (and perhaps for most MMOs) this is not appropriate. Aion is a game of fantastical highs but also drudgerous lows; you will either grind and bear it because you think the highs are worth it, or you will leave it by the wayside after being exposed to the horror of the grind. An overview would be of little use...

... Although "like WoW but with wings" would be a fairly good one.

I shall break things up into the most relevant areas that I think any MMO should be critiqued on. I'll start with the ones that Aion does well:

1) Wonder 5/5

This is what the Bartle "explorer" feeling is all about - that general sense of wonder when you experience new facets of a game. Aion is literally a wonderous experience. The zones are incredibly laid out and pretty to look at. Here is the 6th screenshot from my screenshots folder (in keeping with a recent meme):



As you can see, I'm flying, there are some giant elephant/dinosaur/kind of messed up animals, the water is quite lovely looking, etc. I'm really not a graphics whore by any means but this aspect of the game is very impressive. Note that the graphics themselves are not always great - some of the textures, and especially the flowing water effects in the game, can look quite low-tech. But the vistas themselves are always something to behold.

The flying adds to that feeling a lot. You may have heard that you can not fly in all the zones - this is true. However, you can always "glide", which basically means that if you find even a slightly raised hill, you can coast your way along for quite some amount of time. There is some level of skill involved (I dare say, more than in the actual combat system; more on this below) and this actually makes it quite fun traveling to various locations. The wings are obtained at level 10 which felt like it took a couple of hours to get to (i.e. not too long).

2) Polish 5/5

People always talk about the famous Blizzard polish, which I'm sure we're all quite sick of hearing about. Aion is really, really well polished, so get ready to hear more of that term. Performance is great even for me connecting all the way from Australia. The translation from the original Korean is in flawless, flawless English - even the jokes are well localized. There are a couple of typos here and there but it's actually better than any other Western game I've played. There are voice-overed tutorials for key game aspects. There's hyper-linking of items and map locations and quests into the chat. You can even save map locations from other people - for example I've downloaded a location text file from the forums containing the locations of all the PvP rifts that open from time to time (joining the two separate worlds). There is a "locate" function for finding the next mob you're looking for or difficult to find NPC's.

The list goes on - the game is just smooth.

3) Character appearance customization 4.5/5



The character generator does not have the same flexibility of City of Heroes, but this is purely because Aion is not a superhero game. In terms of non-over-the-top customization, Aion knocks the competition into the water. In other words, yes, you can make a ridiculously hot female character to ogle if you're a man (I'm not so sure about the sexual attractiveness of the male characters; sorry ladies).

4) Achievements 4/5

I class Achievement features as pretty much anything that goes "ding". Between leveling up your character, your items, your crafting skill, your PvP rank, getting rich, completing quests and obtaining titles, there seems to be a lot to do to keep all the achievers occupied. There is really nothing new over what WoW brought to the table hence why it can't be given a 5 (disclaimer; I'm not really the biggest "achiever" type, so I'm basing this somewhat on what others say in-game and how similar to WoW it is).

5) Travel 4/5

As said above, you can fly, which gives automatic bonus points in my book. A flying mount is just not as cool. There are also fast flight and/or teleportation NPC's in most places that you need to go to. Some places don't have these, but are conveniently often located a long way away down gently descending land, meaning that you can glide there to your heart's content.

6) Zoning 4/5

The game is not instanced for the most part and there are no loading screens except on teleportation, so I know that will appeal to the "open world" fans out there. Again the game definitely plays up to the explorers.

However the game actually features multiple channels in the more crowded areas, which can be freely switched between every 3 minutes. This is actually a similar approach to what I've heard Age of Conan does, but where AoC was ridiculed Aion seems to be being praised. I think the difference is that it's quite out of the way so as not to break immersion (I didn't even realise about it until digging around in the settings), yet it still offers the massive convenience of getting around queuing up for spawns and general overcrowding.

So, that was the good, and there's been a decent enough amount of it to keep me playing. But you didn't think I'd go on extolling the virtues of a WoW clone for the entire review did you? Here is where Aion is really quite dismal:

1) Gameplay 1/5

Gameplay in Aion is non-existent. In this sense it really is WoW with wings. You have a bunch of skills that you mash in order, on cool-down. Changing the order is rarely if ever indicated as it will have little impact on the fight. There is a little more skill required in groups to prevent aggroing too much etc, just as in WoW. This is not a "gamey" game in other words.

One thing that really bugs me about games like this is the "one monster at a time" rule. The monsters are just too tough for you to be able to take on very many of them at once. Sure, if you want to provide me with no challenge then go ahead and do it - but could you at least make me feel powerful by letting me slaughter a horde of enemies at once instead of one at a time? Give me Diablo 2 any day of the week.

There are hardly even any AoE skills in the game, so it's not even possible to get a good group together and AoE a bunch of mobs down. Stuff like that could make the grind (discussed next) quite a bit more tolerable.

2) Grinding 2/5

There are some racist people who claim that Koreans love their grind games. At least, that's what I thought until I played Aion. The game is a massively soul sucking grind fest (hmmm MMOSG??). I felt this way about WoW, but Aion is noticeably worse. I am only rating it a 2/5 because I have heard that Everquest was worse again.

3) Grouping 1/5

Grouping is dismal, for only one reason - there is no bonus XP when in a group. This means that DPS characters are much, much better off leveling up solo. Even the healers are better off due to down-time in between pulls etc. I'm actually playing side-by-side with my girlfriend and we decided to split up and farm mobs separately so that we could level faster. That is a massive, massive design flaw for a "massively" multiplayer game (I can't remember what WoW does there).

4) Build customization 2/5

There are 8 classes currently in Aion. You begin as one of 4 archetypes (Warrior, Scout, Mage, Priest) and then each of these has 2 classes available to it, which you select one of (permanently) at level 10. So far so good.

However, up until level 20 you will have the exact same skills and stats as every other player of your class. There is no talent tree, no opportunity cost, none of that good old sit-down-and-knuckle-out-your-own-build kind of fun. Your stats can be modified somewhat by your gear, but generally the way to go there is just "focus on stat XX" - it's not very complicated. I'm not a big fan of needlessly complicated RPG mechanics (in fact I hate it), but this is too bare bones for me.

After level 20 things get better, as you gain access to "stigma" skills. These are basically extra skills that you can equip, however there are only a limited number able to be equipped at once so there should be some sort of opportunity cost involved. I am only level 21 at the moment so I don't have much more experience than that. It will be a long time before I get to tinker because the best stigma are highly sought after and expensive, so at the moment I have to rate build customization quite low. It's possible that I'll feel differently at a higher level, but really, every other RPG gives you character build customization at level 1 (or before!). That's supposed to be a staple.

5) Crafting 2/5

Crafting in this game is an even more epic grind than the actual game itself. Just like leveling your character level, leveling your crafting is even more painful than in WoW. The saving grace that prevents this from being a 1/5 is that there are "work orders", where the crafting NPC gets you to make something useless, but he gives you most of the materials. This is designed purely to allow you to level your crafting without paying too much money. This is very considerate of them; however, it is possibly the most boring thing I could imagine doing with my time.

On the other hand, it does allow me to read the forums and what-not. I am actually writing this entire review while my character busily works away at the crafting bench, which should give you an idea of how long it takes. You actually can level from crafting, but I wouldn't reccommend it. I spoke to a fellow yesterday who went from level 24 to 25 entirely from crafting. It cost him 400 k (about twice as much money as I have managed to save by level 21), and it took him 9 hours. Yes, the correct response is "lol" - however at least he was able to queue it all up and then go to sleep.

6) Enemies 2/5

The monsters in the game are for the most part quite ridiculous looking. On the one hand it's good because it's not the same tired old elves-and-dwarves fantasy fare. On the other hand, the enemies are so round, fat and squat looking that I want to poke them with a stick in the name of science rather than slaughter them. I don't think it's too much to ask for monsters that look a little more bad-ass. I am hoping that once I get to the abyss, the Balaur (the NPC faction) will look more intimidating. I know that the enemy players will look cool, so at least that's something.

7) Quests 2.5/5

Kill 10 rats. Good, now go and kill 10 slightly different rats. Nice job. Now kill 8 of these rats and 7 of those rats (some kind of psychological trick to hide the fact that the number of rats I'm being asked to kill is increasing, I'm sure). While you're there, could you collect X of this and Y of that - cheers.

In other words, standard MMO quests. However they do tend to make pretty much everything in any given area be something that you need to do for some quest or other. Kill a mob to satisfy one quest, collect the berries sitting next to it, kill the mob on the other side for some other quest, etc. It gives you kind of a "Ok, you're here, and you're going to be grinding for quite some time, but at least you're multitasking" feeling.

The quest text is extremely well written, but there's a lot of it, and as usual I don't read it. I have to say, if the game wasn't grindy, I probably would read it (I did for the first couple of levels).

There are a few quests that stand out from the dreary fare which I'd give 5/5 for general awesomeness (being teleported "accidentally" into enemy territory and being told to find my own way back was particularly awesome), but the dreary majority of quests has to lower the score.

The one thing that has been surprisingly left out of my review so far is of course PvP. The wonderousness of the game only gets me so far - the real reason that I'm putting up with the grind is because I want to get to level 25, which is the level that you can enter the abyss, which is the free-for-all PvP area. Call me old fashoined, but mention the words "fortress siege" to me and I just get all giddy. I'm quite excited to see how the PvP pans out after reading the hectic-sounding accounts in general chat. The "hostile to all" third NPC faction may be just what large-scale MMO RvR action needs.

It's a big let-down that I haven't been able to try PvP earlier than this. I went into the arena and fought a little against my girlfriend (who schooled me quite hard by the way), but it was devoid of other people. I miss WAR in this respect, where I could PvP all the way through the game if I wanted to, even from level 1. Scenarios were a great "jump in and have fun" feature as well and I definitely miss that aspect.

In summary, I'm still playing the game. I'm enjoying the scenery, and uncovering new aspects of the game and I'm very much looking forward to the PvP, and these things are allowing me to push through the interminable grind to the light of day at the end of the tunnel. If you're not much bothered by grind and are an achiever/explorer, I'd definitely recommend trying Aion. If you are looking for an MMO with engaging combat or great social aspects (grouping) then look elsewhere.

Stay tuned for further opinions, especially on PvP, as I get a bit higher in level!

Tuesday, September 1, 2009

Playing Demigod

It's been hard to post lately. I have lots of good game design ideas, but writing about them often gets shelved due to the plethora of game demos sitting on my desktop to try. Then, these inevitably get shelved so that I can go and pwn it up in TF2.

But then, sometimes, a new game comes along that is actually interesting enough that I don't feel like playing TF2 whenever I log on. At the moment, that game is Demigod, and I am pleasantly surprised to say that it will probably keep me amused for some good amount of time yet.

I actually wish that I was off playing it right now, but I don't want to be selfish. I want you to experience the joy of it also. Ok, ok, that's not true. I am selfish. I care little for your joy. However this is a game whose online appeal is marred by quite a lack of player numbers, and in my poor isolated Australia (land of the high pings) we are below critical mass to be able to easily get a game going sometimes. Thus, I write.

Let's save some time and do this in bullet form:

- Demigod is the first of the DotA clones (Defense of the Ancients, a Warcraft III mod). There are 2 other clones whose release is in the near future; Heroes of Newerth and League of Legends).
- I never played DotA. I tried once and found it completely impossible to learn, and therefore shite. Demigod has no tutorial, but it does offer several difficulties of enemy AI players. The game is well designed so it is intuitive to pick most things up.
- Players control one of eight demigods. Yes, this is much less than the apparently 80-ish that DotA has. No, I don't believe that all of DotA's 80 classes played radically different from each other. Yes, Demigod's classes do. In addition there are a lot more different skills to choose from as you level, meaning many different "builds" to end up with.
- There is a full underlying RPG-esque combat system, but it is much abridged and all the various numbers are a lot more transparent. The upshot of all this means that you don't have to become a forum lurker to figure out how to play the game, but at the same time there is still a lot of diversity to toy with. I think it's struck a good balance there.
- Most games that people make are 3v3, but you can have any combination of 1-5 players per team (you can do 1v5 if you really want to). Games take around 30 minutes usually.
- The goal of the game is to conquer the enemy's base. This is best done by two separate yet equally important routes:

1) Kit yourself out with lots of shiny items and level up to obtain lots of shiny skills. This in turn comes about by killing wave after wave of enemy computer-controlled monsters. This is most fun due to the rapid leveling speed, and just what I need after too many hours grinding it out in MMO's. You get a hefty bonus for killing enemy demigods as well, and even if you can't kill them you will want to at least harass them to stop them from leveling up as fast as you.
2) Upgrade your team's war effort. This includes upgrading the turrets that defend your base, increasing your team's gold acquisition, etc, but the most important upgrade is to improve the fodder spawning from your portals so that it is less fodder-like and more base-smashing-zergfest like. The better upgrades are unlocked when you reach certain levels of "War Score", which are points that you get for controlling more of the various flags around the map than the enemy does (which each offer various bonuses of their own).

So there's some nice tactical considerations there. Do you focus on AoE skills to level up faster, or more damage/stuns/snares etc to harrass enemy players better? Do you upgrade yourself so that you can perform better, or do you upgrade your team's war effort? Do you concentrate your demigods in one area of the map to try to get some kills, or do you spread out and attempt to control a lot of flags?

Apart from these interesting design considerations, the game just works. It's a blast to play. The production values are high - everything looks top notch, the character's dialogue is amusing, the music is catchy. Each demigod is fun to play in a different way - from the giant castle that can sprout mini turrets from the ground and feed upon enemy turrets, to the "Unclean Beast" who is a force of unstoppable melee destruction, to the teleporting vampire lord who converts enemy monsters to become his minions, to the Angelic archer type that can snipe enemies from half way across the map.

Now, some people among my many legions of followers are not entirely enamored by competitive PvP games. However, note that you can easily play co-op with friends against teams fielded entirely by AI controlled demigods, at 4 different difficulties. There is also single player mode (yes, you can pause this whenever you want) so that you can go it completely alone, and I've found that I've got a lot of hours out of this. Single player also features a "tournament" mode in which you are paired with various combinations of the other demigods, across a variety of maps and game types, to see who can achieve the highest overall score. This becomes quite tough on the hardest difficulty, so provides a lasting challenge and incentive for the achiever within.

There were, of course, awful connectivity issues at launch. However I believe them when they say it's all fixed now, as I have not had a single connection problem while I've been playing. However, if I attempt to play a game with players on the other side of the world (300 ping is probably the limit that feels tolerable), the game will be a total lagfest. This is because the game uses peer-to-peer connections and so must (fairly) run at the speed of the slowest connection. The moral of the story is: play with people close-ish to you and you will never have any problems.

To make up for the rough launch, Stardock have provided a very generous demo. It is generous because it allows you to play the most common map and game type, choosing from 4 of the 8 demigods, for as long as you damned well please. At first this seemed like a bad business choice - why buy the cow when I can get the milk for free?

But after a week of playing the demo, I found myself happily forking the dough over to try out the other maps and characters. The thing is just a blast to play, catering nicely to my inner competitive PvP player, casual achiever, and of course the loot whore within.

Monday, February 2, 2009

Gave Wizard 101 a bash

First up, I was very impressed with the amazingly small client (I'm a software engineer, so these things impress me). The game downloads itself as you play, which means you only need to download the first 100mb or so and then you can start playing away.

When the game started up, I had to chuckle at the Banjo Kazooie style kiddish graphics. Nothing brings a smile to the face better than the feeling of being a big kid.

I created an apprentice necromancer and set out on a quest to save Unicorn way.

The game designers behind Wizard 101 have done an excellent job. The game is pure genius...

however...

it's not for me, and I'll explain why in a few seconds.

I should point out that I highly recommend this game to every adult out there with an appreciation for good game design. The are so many things done right, that it's really not funny. From the pricing model to the anti-grind design, to the real-time turn-based combat, to the character and item customization... it goes on and on...

Now for what I didn't like:

How many times can you watch the same combat card animation over and over before you go insane? I felt like I needed to unlock or buy new cards just so I didn't have to watch the same damn Fire Cat leap out and vomit up a mouthful of flames on my opponent. It might sound a little nitty picky, and I'm sure kids would love it, but it was starting to feel like an itch I couldn't scratch. For those who haven't played Wizard 101, combat occurs via the use of cards (kinda like Magic the Gathering). When you use a card, an animation occurs and the monster in the card comes to life and jumps into the combat circle (you fight in circles). It then does some funky attack animation on your opponent and disappears. The whole sequence is over in around 10 seconds. Now times that whole sequence by the number of cards in your deck and then by 50 and you've just reached level 7.

I went through the options menu, looking for some way to turn the off combat animations, but then I remembered... it's an MMO. The animations are viewed by everyone, not just yourself. I felt like I had found the one crucial design flaw to the game that had so few...

Like I said, not for me. Brilliant game though.

Tuesday, January 6, 2009

Review: Defense Grid

Ever since my early Starcraft days, I've been a big fan of tower defense type games. Desktop Tower Defense, provided a nice lunchtime activity, but I've always been on the lookout for something more solid.

Defense Grid: The Awakening is a highly advanced tower defense game with stunning graphics. I purchased it through Steam during the boxing day sales for $14.95 US, but it usually retails for $19.95 US.

The basic premise of any tower defense game is to prevent waves of units from getting from point A to point B. You do this but creatively constructing mazes of towers, which slowly eliminate the units. Eliminating units provides resources which allows you to build more towers. The units will follow the path you create through your maze, but if you block them they either attack or simply walk through the towers. There are usually multiple tower types which perform different functions. Strategic placement of the towers is essential to achieving victory.

In Defense Grid there are ten tower types, each of which can be upgraded 3 times:
  1. Gun: good bang for your buck
  2. Inferno: AoE type damage, but ultimately weak versus single units
  3. Temporal: slows down the speed of the units
  4. Concussion: another AoE weapon which can fire in all directions at once
  5. Meteor: a long-range slow firing high damage tower that comes with a price tag
  6. Laser: high damage to single targets, but expensive
  7. Cannon: long-range heavy damage, but can't attack up close
  8. Tesla: causes more damage the longer it charges
  9. Missile: an anti-air missile weapon (yes they have flying units)
  10. Command: a tower that increases revenue per monster killed and reveals stealth within its radius
There are many unit types in Defense Grid and they all require a different strategy to defeat. The game contains a 'story mode' which slowly introduces you to the different towers and unit types. I was able to complete the entire story campaign in a little under 12 hours. The last mission was by far the hardest, which took me about 15 tries and 2.5 hours all up.


The game has excellent replayability with almost all missions supporting multiple challenge modes, which include:
  • Story (need to complete this one first)
  • Story Challenge
  • Resource Limit (e.g. you only have 20k of spending)
  • Tower Limit (e.g. you can only build 20 towers)
  • Grinder (they just keep coming till something gives)
  • Practice (you can't lose!)
Defense Grid is linked into the Steam achievement system, which provides for even more of a challenge. I tried for the 'Gun Crazy' achievement last night, which reads: "Beat an advanced mission with only Gun towers". A lot harder than it sounds, believe me! There are 57 achievements in total.

Every time you complete a mission the game gives you rank in comparison to all other players in the world. This provides for another element of challenge to the game. I usually end up around the 2000 mark, but every so often I break the sub 100s.


Defense Grid was created by Mark Terrano, the lead designer of Age of Empires II, and for $20 makes for one hell of an awesome little game. Perfect for filling the gaps between MMOs and general time wasting. The Steam metascore for Defense Grid was 81 /100, but I'd happily give it 88. Definitely worth the price.

Sunday, November 23, 2008

Review old games

Several people have responded to Zubon's challenge to review old games with awesome gameplay, so I thought I'd throw my 2c into the mix with these mini-reviewlets:

Betrayal at Krondor: RPG by Sierra based on the world of Midkemia created by Raymond E Feist, one of the greatest fantasy writers ever in my book. One of the best RPG's I've ever played, second only to the Baldur's Gate series, and only then because of the dated graphics. Viewpoint is first person for navigation, and third person turn-based for combat. Although turn-based the combat does not take too long, and is simple without being shallow. The game has a really well done story but still manages to encourage free roaming and a really sandbox feel to everything. There are no levels - skills are improved as you use them, and spells are acquired from scrolls found on your adventures. Solutions to problems are solved with brains as much as with brawn, and often cause you to think outside the box, but in an intuitive (not frustrating) way.

Well worth a look for only ~ 20 Mb download and will give you tons of play time. The graphics are the only downside, but are much better than any other first person party-based RPG from the same era, and honestly still don't bother me to this day.

Sword of the Samurai: I can not put into words how brilliant this game is. You control a young Samurai lord in Feudal Japan who eventually rises through the ranks to try and become Shogun. The game features three distinct modes of play - RTS battles with your army to control territory, third person sword duels, and top-down shoot/stab-'em-up where you take on hordes of lesser warriors. You can gain honour, recruit troops, dishonour your enemies, slaughter bandits by the dozen, assassinate anyone standing in your way (don't get caught!), rescue fair maidens (who you then marry and get cranking out heirs for you to play with when your current character becomes too old!), kidnap your enemy's family, and fend off cowardly attempts on your life by hired ninja assassins and other samurai lords. There is no linear way that you have to play the game, with complete freedom to choose how you will advance.

There is heaps of replayability because of a wide selection of difficulty levels (the hardest is *really* hard), a high score system that ranks how long your reign of Shogunate will last for, and various starting territories with their own pro's and cons.

This game would be freaking awesome in multiplayer, but alas the game does not support it. Still, countless hours worth of fun in this one.

Speedball 2: Futuristic, top-down, action-packed, beat-em up sports game. Players throw around a big metal shotput which they have to attempt to put in the goals at the other end of the field... while players from the other team attempt to smack them to the ground and steal the ball. Players can get knocked out and are carried off the field by mini ambulance robots, which is always hilarious.

In between each game, you purchase upgrades for your team members to make them stronger, faster, have better AI, etc. Your little fellows will start off fairly slow and weak at the beginning of the season, but by the end you can fling them all over the place at breakneck speed. The computer teams rise in power too, with the object being to make it into the grand final at the end of the season. This is no mean feat, and the game gets quite challenging (in a good way) towards the end of the season.

Controls are dead simple so the game is really easy to get into, but there is a lot of depth with the design of the sports stadium and the various tactics which you can employ, that has made the game one of my all time favourites. It's fast, fun, highly addictive, 2 player on the same computer, and has multiple 'quick game' typed options if you just want to jump on and muck around. All in all, a must have!

Anyway, if you think any of these sound appealing, try them out and let us know how you got on!

Tuesday, September 9, 2008

WAR Open Beta - My thoughts

Straight up: I got badly caught up in the hype for this game and have thus been slapped with the bitter hand of disappointment. WAR is a good game, but I expected more. It has a lot of good elements (Public Quests, RvR, Tome of Knowledge etc), but the game is struggling to get the basics right. I’m not sure if it’s just the beta, but the game is riddled with bugs and glitches. There were issues all over the place with clipping, pathing, animations and collision detection. Being a software engineer, I took it as my duty to submit a bug every time I found one. I stopped after about 30, because I thought it was about time I shut up and played the game. I get the eerie feeling that WAR is not ready for launch. It needs to go back into the testing oven to bake for 3 months. If Mythic release WAR in the state it is now, reviews will suffer heavily and the game will launch poorly. Keen seems to think that the team at Mythic will have the bugs ironed out before release... I just hope he's right.

All throughout playing the Open Beta, I was hit with the constant feeling of deja-vu. Didn't I complete this quest in WoW back in 2005? The character screen looks the same as WoW and they even have num lock as auto-run. I won't dwell on this issue too much as other bloggers have already covered it off (Bartle Is Right). I was really hoping I wouldn't have to click the 'need, greed, pass' options again on loot drops, as there is always some idiot that messes it up, but guess what... it's in there :( /sigh

My other big negatives about the game were (which are nothing new):
  • Lack of character customizations. It's only really the face that can be customized, which means everyone of the same class looks the same if they're wearing a helmet.
  • No last names for characters. I really wanted to call my char 'Crimson Starfire', but you can only use one word for a name and you have to keep it to 14 chars or less. I don't understand why they do this; It's 2008 people - we have the technology for spaces in names!! This shouldn't be an issue!
  • Combat animations didn't seem to connect at all. There were so many clipping issues with character models and their animations that it really wasn't funny.
  • Combat was slow. I'm still used to the extreme timings and skill required to play Guild Wars PvP. Unfortunately I only PvP'd at level 7 and under in WAR, but there really didn't seem to be much skill involved (just mash the attack button and heal button). Hopefully this is not an issue at higher levels.
I must admit that the RvR didn't grab me. I remember playing Ascalon Arena (low level PvP) in Guild Wars when it first came out, and it was so much fun that I didn't want to leave. After 3 games of RvR, I really didn't feel like going back in for a forth. This is my biggest concern, as I'm a huge PvP fan.

It might be that I'm getting tired of the same old MMORPG style game (like someone else I know). I can't shake the deja-vu factor. Haven't I already completed this game five times already?

Although my initial impressions of WAR weren't great, I must say I still enjoyed playing. If they can fix the bugs, I'll be a lot happier.