I have not really been following the development of Star Citizen beyond knowing that it had a pretty successful Kickstarter campaign. I mean, I know the premise and everything, but the name Chris Roberts holds about as much cachet with me as Raph Koster – both supposedly important dudes who made games I never played. Have they done anything lately? No? Okay then.
One thing that did catch my eye the other day though, was a short Massively article talking about Star Citizen’s “realistic” health and wound system. Feel free to read the source material itself. The basic idea is that the designers wanted to further the immersion by making a “fun” limb-based damage system. Take a lot of damage to an arm, and your arm gets blown off and/or ruined. There are a total of 10 specific areas to damage, with eight of them being arms or legs. The “Damaged” state is between 50% and 1% health, and… let me just quote it:
Damaged – Damaged limbs are useless and the player cannot use them unless they get them patched up in the field or taken to a mobile trauma system (see: Healing). This is the state right after the hurt phase, where the pain is so severe to the player, that no matter what limb is damaged, they will have a hard time being mobile. If one of their legs are damaged, they fall to the ground and crawl.
Now, there is something to be said about how the CoD/Battlefield-style run-and-gun regenerating health paradigm removes a lot of the weight of battle.¹ Take some damage, hide behind a wall, and ~15 seconds later you are good to go. Or perhaps rush into that occupied room with a shotgun and hope you get lucky, knowing you’ll get back to the fight faster than any of the other guys.
On the hand… Jesus Christ, can you imagine the grief potential? Enormous. I don’t care under what circumstances we have come to blows, I’m telling you now: I’m shooting your legs. I’m shooting your legs and then, whether or not I survive, you are spending the remaining time crawling pathetically across the floor to get anywhere. I am doing that because it is the most annoying thing I can possibly imagine. Screw headshots, if you want to invade my ship, you will spend the next 15 minutes crawling your way to the command chair over my dead body.
If you want to find me, I’ll be flying the most handicap inaccessible ship I can find. One with stairs!
That post about limb damage mentioned permadeath, which was the first I heard about it in Star Citizen, so I read that article too. The short version is that permadeath exists for lore reasons, but doesn’t actually matter. Taking a cue from Rogue Legacy, any time your character permanently dies, you simply start playing as whomever you marked as your next-of-kin. Since there are no RPG elements apparently (i.e. Skill Points), the most you lose is some reputation standing and whatever emotional attachment you’ve developed for a character in a permadeath-enabled game. Considering that the limb-damage system specifically talks about how difficult it will be to instantly die – a Ruined head might be jaw or eye damage instead of missing skull – it sounds like this might not be entirely relevant anyway.
I do not want to give the impression that I am not looking forward to Star Citizen, at least as much as anyone can about a game that could radically change at any moment. Space sims are not a genre I spend a lot of time thinking about, but I absolutely loved them in the past. I played Colony Wars for the PS1 way back in the day for an inordinate amount of time. The Zone of Enders series might not technically count as a space sim, but it is the first thing I think about whenever I see videos of Star Citizen dogfighting. I would seriously consider buying EVE: Valkyrie on Day 1, even though I’m not particularly impressed with CCP’s other spinoffs.
But if/when I do pick up Star Citizen, it will be in spite of mechanics such as limb-based damage and permadeath. I do not actually see such things adding anything of value to the game that would not have otherwise already been there. Instead, I foresee a future in which there will be a lot of people crawling around on the floor, hoping that Chris Roberts included a method to commit suicide and still wake up back at their spawn point.
¹ I don’t actually believe that much, if any, weight is removed in these games (or at least in Battlefield). Dying is already a miserable experience even with instant respawns, let alone in the context of not being able to capture an objective or prevent the capturing of your own. Attempts to penalize them further just makes the game harder, but not in a particularly fun way. Otherwise death penalties would all be “invalidate your CD key and force you to repurchase the game.”
Dragon Age: Inquisition
- 11/18/14 – Released for $59.99.
- 11/24/14 – Discounted to $45 via GMG.
Far Cry 4
- 11/18/14 – Released for $59.99.
- 11/24/14 – Discounted to $45 via GMG.
Now, you may be tempted to chalk this up to being a holiday thing. Or a GreenManGaming thing. And you would be right in that prices (probably) don’t drop this quickly under normal circumstances.
But, guys, it hasn’t even been a week.
The GMG deal apparently expires on Thursday, so there is a little tension as to whether we will still see a similar price drop on Black Friday from somewhere else. On the other hand, the Steam sale begins on Wednesday, so you can probably safely hedge your bets then.
When we last left Firefall, it was in the beta and I was labeling it “Firefail” in a moment of supreme cleverness. Basically, an early tutorial quest that required me to pick up a handgun wouldn’t complete, and a later re-attempt at playing the beta found me unable to download the final 0.04 MB of the file.
This time around, everything worked and I have spent ~13 hours across last week getting a feel for the game.
Firefall is a F2P 3rd-person shooter MMO, vaguely reminiscent of Mass Effect + Borderlands. You play as an ARES pilot, a sort of mercenary with the ability to swap in and out of battleframes, which are themselves the equivalent of classes. Different battleframes have different abilities and primary weapons, and each battleframe levels up independently of each other. At certain levels, you unlock Perks which can (usually) then be applied to your character no matter the battleframe you are wearing.
There are story quests of sorts you can follow in Firefall, although the main thrust of the game has more to do with random, open-world questing than normal MMOs. For example, a 15-minute story quest and a 2-minute quest to repair a generic Thumper generally give the same amount of XP.
The open-world part of questing is emphasized by the literal open-world: aside from needing to click on towers to push back the “Melding” – and the level-based mobs, a huge change from the early beta – you can generally run anywhere. And the world is absolutely HUGE in this game. Huge and vertical, even. Considering every battleframe has a jetpack (of differing quality), this lends itself quite nicely to exploring.
As always, there are downsides. Although the world is huge, it also feels relatively empty. Part of this is literal emptiness, but part of this also comes from the vast distances between quests and the cash shop-based restrictions to moving around. For example, you can purchase a cash shop vehicle right away, or wait until level 25 to get one with a cooldown. Technically you can craft 1-time use transportation solutions (Gliders) too, but it’s generally easier to just turn on auto-run inbetween waypoints as you browse Reddit on your phone.
I like how you have one character that swaps battleframes rather than a stable of alts, but in practice everything ends up feeling more restrictive than less. If you’re playing Assault, I hope you enjoy your grenade launcher primary, because that’s the same weapon you’ll be using forever. If you swap to Engineer for a change of pace after 12 levels, suddenly you’re going to need to hoof it back to the starting zone and kill level 2 mobs again, assuming you even have low-level weapons to use. Since the story missions aren’t particularly rewarding, the end result is you repairing Thumpers 200 times just to get back to where you were in the first place.
The shooty bits are fun for fans of shooty bits, but… it’s hard to describe, but there’s some essential element missing. “Substance” is the best word I can use to describe it – you feel like you are shooting at ghosts all the time. There is technically collision, mind you, it’s just that the enemies never feel like they belong anywhere or behave particularly rationally. On some of the random missions you will walk into a room that is filled with 30+ enemies and get mowed down without understanding why the room had 30+ dudes in it. Was it intentional? A bug? Was it actually a hidden group quest? I actually survived that cave, but mainly by abusing the poor AI rather than any sort of fancy shooting on my part.
Overall, I don’t anticipate playing Firefall for much longer. The game is F2P and it does seem like you could get a lot of gameplay in legitimately without feeling too much like a 2nd-rate citizen. Hitting level 40 (the cap) supposedly gives you the ability to purchase one of the 10 cash shop classes, although you can technically get them off the AH for in-game currency as well. That said, it’s hard to imagine hitting the cap and playing the same routine missions again and again, this time with a different primary gun.
So… Firefall. Certainly not the worst F2P game I have ever played, but there are better options.
Christmas came a little early at Irvine, as reported by MMO-Champ:
Warlords of Draenor has sold over 3.3 million copies so far, up from 1.5 million pre-ordered in August.
There is an interactive graph on MMO-Champ, but for posterity’s sake here it is again:
There is already a lot of prognostication and pontification out there as to what this means for WoW, what Blizzard is doing correct with Warlords (that presumably it did incorrect with Pandaria/Cataclysm), and so on. The only thing I know for sure is that everyone commenting is just firing blindly into the dark – not even Blizzard expected this level of engagement, as the server issues attest.
That being said, I just want to point out a few things that might get lost in the weeks and months ahead.
1) This is the largest expansion jump in the game.
Just look at that graph: 2.6 million people coming back is unprecedented. The next closest was the 900k bump coming into Pandaria. Prior to that, the norm was 500k. Of course, the total population had been the lowest it had ever been since vanilla WoW, but still, this clot of players would be enough to make any other MMO the #2 in the industry.
2) The Warlords endgame doesn’t even exist yet.
The first Warlords raid doesn’t unlock until December 2nd, two weeks from now. I’m pointing this out because all the people talking about a return to “old-school WoW” can only really be talking about story-wise or quest-wise. Or I suppose dungeon-wise, but I strongly doubt that.
3) WoW went 13 months with zero new content.
Siege of Orgrimmar was released September 10th, 2013. The pre-expansion patch 6.0.2 was released October 14th, 2014. You can view historical information in this Reddit thread, but the bottom line is that the next closest content drought was ~9 months at the end of Cataclysm. Technically there was a year inbetween Icecrown and Cataclysm’s release, but an extra raid was released in the middle of that. For similar reasons, I don’t count the gap between Black Temple and Sunwell back in TBC given the release of ZA (etc).
Guys, do you understand how impossibly stupid this is? Any other MMO that up and went dark for an entire year would be declared abandonware. Instead, WoW went from 7.6 million subs in Sept 2013 to 6.8 million at the lowest, then back to 7.4 million in anticipation of patch 6.0.2. And, as you know, it’s sitting at 10 million right now.
There is no clearer evidence demonstrating that WoW is more platform than game than this. Blizzard got a whole year of subscription payments and gave back nothing until now. It boggles the mind.
4) The 10 million figure doesn’t include China.
From the official press release:
The expansion launched today (November 20 local time) in South Korea, mainland China, Taiwan, Hong Kong, and Macau. […]
*More than 10 million subscribers as of November 13, 2014.
Given how “subscriptions” work over there, I suppose it’s possible for some “preorder” shenanigans or whatever to have influenced the final count (e.g. they’re already being counted). No doubt that Blizzard will be ready to fire off another press release about 11 million subs if the China/SK bump ends up being significant. I’m just saying it could be significant.
As for why Warlords is bringing everyone back, your guess is as good as mine.
You can’t really ascribe it entirely to the MMO Tourist/Locust phenomenon, simply because there’s too many people. There were 10 million subs at the start of Pandaria, so perhaps this can be expected to be the normal plateau, with ~2.5 million people cycling in and out as new expansions are released. Maybe Warlords has simply came out at an auspicious time, just as the darling MMOs from the last year begin their slow descent into obscurity. Or was it the revamped character models? Or the instant level 90, rescuing lapsed veterans from the horror of Cataclsym leveling? Or perhaps even the
server merges connected realms change revitalized the community?
The safe (and lame) answer is most likely “some combination of all the above.”
I myself plan on coming back for the token month or so, starting whenever Blizzard decides to discount the expansion. And why would I do this? Well… the core game never stopped being fun for me – I simply ran out of things I wanted to do. As mentioned before, I have little interest in dedicating more mindspace learning to dance in raids, so there is ever a natural expiration date to my return. But compared to the token efforts I make trying out these other F2P (or soon to be) MMOs? I do miss that sweet, sweet feeling of character progression in a game that feels big enough to matter. And for me, that has always been WoW. And likely only ever will be.
Of course, I am kinda nervous about the culture shock of going back to tab-targeting and lack of Shift-running and/or double-jumping.
This past summer I was in the market for a tablet. Given how wide and deep the tablet market has gotten over the years, I figured I would go ahead and talk a little about what I was looking for and how I feel about my Asus Memo Pad 7 purchase, four months later.
Everyone will tell you that before you look at tablets, you should take a few minutes to outline what exactly you want to use it for. Do not skip this step. If you are looking for an eReader, getting an iPad is overkill. Chances are you will eventually start using the tablet for other things once you have it, but by that point you will have a better understanding of how one might fit your life, just in time for an upgrade.
My own goals were more temporary: I wanted a laptop replacement (mostly writing) for a series of vacations I was going on. But not an actual replacement laptop, mind you; I did not anticipate using it very much once I returned. My experience with the Nexus 4 phone also primed me to limit my choices to those that had microSD card slots. I had bought the smartphone to replace an old cell phone and iPod Touch with one device, but a 16gb limit basically meant I listened to the same music at work for nearly a year. I did not want to make a similar mistake again.
In the end, I went with the Asus Memo Pad 7, the latest version of which was released mere weeks before my July vacation. It was a ~$150 Android tablet with 16gb of space that nevertheless allows you to slot in a 64gb microSD card. It runs the latest Android software, has front and back cameras, and overall seems fast enough. My version is WiFi only.
These days I primarily use it as a musical device at work and as an eReader (including manga via Manga Rock) at home. During my vacation, I used a (wired!) rollable keyboard to write and it was technically powerful enough to run SNES/etc emulators if I hadn’t also purchased a PSP for that purpose. I absolutely feel that I got my money’s worth already from its performance on the two 14-hour flights I took, so it’s current extended use is pure bonus.
Are there some minor issues? Sure. As some reviews might have mentioned, the back is sloped weird, which sometimes makes reaching for the power/volume buttons a bit more awkward than strictly necessary. I also find it annoying that swiping down from the top brings up either the Settings menu or the Notification tray at random (when I always want the Notification tray). I have not investigated whether there is a setting I can change to fix this.
But, yeah, Asus Memo Pad 7. It is currently on Amazon for
$135 $124 and will likely drop further in time for Black Friday. It probably won’t replace your Apple Air or whatever, but I feel it’s an excellent, safe entry into the tablet market for neophytes like myself.
I will not be playing Warlords of Draenor… today. Or tomorrow, most likely.
As someone inbetween games and experiencing some ennui besides, the pull of an expansion to an MMO I actually enjoyed playing is quite strong. This is despite, or perhaps in spite of, the fact I do not believe I have any interest in learning the songs and dances of new dungeons/raids. I do not want to force strangers to carry me through boss fights and I don’t want to spend time watching videos beforehand, so… yeah. Bit of a Catch-22 there.
I do miss WoW PvP something fierce though. As an Alliance character I really shouldn’t, but as I may have mentioned before, I can derive pleasure from even a brutal loss as long as I get the opportunity to be annoying to the enemy for X amount of time. There was one WSG match I still remember in which two guys chased my shaman healer across the map for the entire 15 minute duration; this was sometime around when Ghost Wolf was changed so shaman couldn’t be snared below 100%, I believe. We lost 0-3, but they couldn’t kill me so I felt like a winner anyway.
In any case, my present gameplan is to bide my time with a mountain of readily available distractions and wait for the first Warlords price drop. It seems rather unlikely to occur over Black Friday, but stranger things have happened.
A friend even offered to buy me the box, but that isn’t the point here. “It’s not about the money, it’s about sending a message” and all that. Or it’s simply some kind of personal neurosis that expresses itself in wanting to avoid full retail price at all costs. Either/or.
Game: Dragon Age 2
Recommended price: $5
Metacritic Score: 82
Completion Time: 45 hours
Buy If You Like: More action-ish RPGs, Humorous party dialog, waves of trash mobs
In light of the impending release of Dragon Age 3, I decided to go ahead and play through the much-maligned Dragon Age 2. Would it be really as bad as everyone says? Well… maybe.
When Dragon Age: Origins came out, it was a love-letter to the Baldur’s Gate generation, featuring tactical and brutal combat, an epic and lore-rich storyline, and plenty of morally questionable scenarios. Dragon Age 2 follows mostly along similar lines, but there are enough breaks from the formula that you start wondering if the devs wanted to make a different game altogether.
Combat in Dragon Age 2 has a much more action game feel, even though it shares many things with the original. The Tactics system is still in place for configuring the AI, for example, and you can still pause the action at any time to issue orders or directly control different party members. Indeed, in the beginning, it felt largely the same as Origins, albeit “quicker.”
The major problem though is that the game throws waves and waves of weak enemies at you, even when it doesn’t make any sense. You could be walking around the slums when BAM! Thirty dudes try to take you out, ten at a time. While superficially more exciting, the challenge in these sort of fights is extremely low; the only times in which my party died were when an enemy spellcaster dropped an AoE spell, which typically will one-shot everyone nearby before you realize what’s going on.
Bioware went a different direction with the plot and overall story structure as well. Instead of fighting another Blight or dealing much with Darkspawn at all, the story follows your character as he/she… well, lives in a city. On one level, it felt pretty novel to experience a former refugee’s rise to prominence, especially given how reasonable the path ends up feeling. I especially liked how each game Act fasts forward time by 3 years – all too often it feels like the average RPG sort of assumes all this character development and world-saving occurs within a week.
On the other hand, the lack of any discernible threat puts a lot of pressure on the incidental stories being interesting… which they are largely not. The underlying plot of Dragon Age 2 is an exploration of the Circle and Templar tension within the Dragon Age setting. While I always thought that bit lore was cool, it isn’t enough to carry a 40+ hour campaign. At one point, the only quest left I could complete was the plot quest to find some Blood Mages who ran away, and all I could ask is: who cares? Those Blood Mages have nothing to do with anything, even in context.
Another major issue I had with the game was the rather outrageously blatant copy & paste job with the environments. Going into a cave? Guess what, it’ll be the same cave you always go into, except maybe certain passages will be blocked off this time. Given how the game takes place in one main location, I can understand reusing assets to an extent. But when every warehouse, every cave, every secret base all have the exact same map even when they have no rational reason to be shaped similarly? Call it what it is: developer laziness and cutting corners.
Overall, the online criticisms of Dragon Age 2 largely hit the mark. It is very clear that DA2 was an experiment, and it is equally clear that even Bioware acknowledged that things did not pan out quite as they had hoped. Although some characters from Dragon Age: Origins make cameo appearances, there isn’t a real reason to encourage that fans of the original game to play this one. It isn’t awful, in isolation, but it’s not compelling enough to deserve the Dragon Age title.
Let’s talk about Overwatch for a second.
A lot of the Overwatch reactions that I have been reading on blogs basically revolves around the “TF2 clone” observation. And it’s true: Overwatch does kinda sorta maybe look like TF2 when you squint at it. But I get the feeling from many of the posts that “being a clone” is somehow being considered a value judgment against the game.
Which is a little weird considering WoW was a clone of EQ, LoL was a clone of DotA, and so on. In other words, being a clone of something has very little to do with the merit of the final product. Unless the gameplay was directly cut and paste from the source material, it’s entirely possible for one or two (or more) key tweaks to change the overall feeling of a game. And if you don’t believe that, you haven’t been playing MMOs for very long.
As for myself, I remain mostly ambivalent towards Overwatch. I have played a grand total of about an hour of TF2, which was long enough for me to realize I have little interest in diving into seven years of accumulated competitive minutia; learning the maps, the weapons, the classes, and strategies of each while playing against hardened veterans isn’t exactly my idea of fun. Even if it were a total TF2 clone, Overwatch acts as a rather convenient “reset” of sorts that levels the playing field between vets and newbs, at least for a time. So in that sense, I am interested in playing it and seeing if it’s fun.
At the same time, my experience with Titanfall is giving me pause about the 6v6 format. I have long stated that Titanfall is an amazing game, but the smaller team size means a lot of pressure is put on the skill level of your best and worst players. In other words, a big fish on the enemy team can crowd out the pond. Which is the way things are “suppose to be,” but I’m not particularly inclined to play games in which I spend the majority of the time on the respawn screen. I much prefer larger games like Battlefield and PlanetSide in that gaming gods can rule some minor fiefdom (typically the air game) while everyone else is pounding the ground and having fun.
I don’t necessarily need to win to have fun playing something, but do 6v6 maps give the necessary space to have fun? Typically not, in my experience. We’ll see.
My recent completion of Dragon Age 2 has freed up some mental space that I wanted to give towards something outside of my normal M.O. So, after encountering a random forum discussion somewhere, I found myself downloading Dragon Nest and Neverwinter. Why these two F2P games? Why not?
I had a pretty good idea what I was in for just based on the loading screen:
Near as I can tell, Dragon Nest is a lobby-based, Action RPG with what amounts to MMO elements. In the random forum discussion that led me to download it, the game features a heavy, skill-based element to combat. Indeed, there is no tab-targeting; the mouse controls the targeting reticule, and spammable attacks are bound to left and right-click. Whenever I received a quest, I went through two loading screens until I arrived at a predefined area, killed all the mobs, and then zoned onto the next area in a sequence with a boss at the end. This picture sums that up:
This impression is labeled as Unfair because I basically stopped playing after about two hours. I was playing as the Kali, which is basically a melee warlock dancer, so perhaps that had something to do with my lack of fun. On the other hand, I just couldn’t shake the feeling that if the game was going for kinetic Devil May Cry or God of War-ish style, that they missed the mark. Movement wasn’t as fluid as I would have liked. And then there is the sort of goofy things like quest interface, inability to zoom out very far (which is a limitation of any crosshair-targeting game, I suppose), and general sense of 2nd-rate-ness.
Much to my surprise, it turns out I had actually downloaded Neverwinter months and months ago, but had never bothered to boot it up for some reason. Unfortunately, I had about ~5gb worth of updates to download, so I might have been better off with a clean install.
In my handful of hours of play, Neverwinter just strikes me as a game that is missing, oh, maybe $25 million in development. Although I am on maximum settings, the world just feels… muddy, yet insubstantial. It is another crosshair-targeting game but I had a real hard time ascertaining that enemies really existed out in the world. And sometimes they were just really hard to see. It is sort of how I felt about Guild Wars 2, but worse.
There were a lot of little D&D touches that I liked. Your “daily” power meter is a d20 that fills up over time. There are “skill checks” of sorts when interacting with certain objects out in the world. For example, after killing an NPC in a cave complex, I noticed a sparkly skull over in a bookcase. After passing a Dungeoneering check (which basically happens automatically), the bookcase opens up to reveal a treasure chest on the other side. All of this managed to evoke both D&D and a sense of physicality, the latter of which is otherwise conspicuously missing from combat itself.
The rest of my limited experience was spent seesawing between interest levels. I very much enjoyed how each class seems to have their own unique movement mechanism: warlocks float at a sprint whereas rogues do a dodge-roll. But movement in general just didn’t feel all that good. You know how in WoW and Wildstar and GW2 when you get a movement speed buff and you can kind of keep the momentum going after it wears off by jumping? You can’t quite do that in Neverwinter. And for some reason that feels bad. I can’t quite explain it better than that, but that feeling seeps into everything.
The other curious issue I ran into was how… health doesn’t regenerate. Maybe it does later? It just feels really weird in an MMO for it to not, as it sort of subconsciously delineates the world into checkpoint corridors. Which maybe is the point? There is health potions and such so maybe it is not all that big a deal. But it certainly felt like a big deal as I was playing.
I did not even try anything in The Foundry, which is likely the most remarkable thing Neverwinter brings to the table. Based on my current mood, it isn’t particularly likely that I will.
So there are my completely Unfair Impressions for Dragon Nest and Neverwinter. If you are a player of either game, by all means let me know your own opinions on the matter. Do the games get better? Do I need to play them with a certain mindset? Which class would be the most fun? Things like that.