Yearly Archives: 2011

Re: PC Shopping

Thanks everyone who commented earlier about the 5 Stages of PC Shopping, as I have officially broke the cycle. Le specs:

  • i5-2500K Processor (4x 3.30GHz/6MB L3 Cache)
  • 8 GB [4 GB X2] DDR3-1600
  • NVIDIA GeForce GTX 560 Ti – 1GB – EVGA Superclocked – Core: 900MHz
  • 64 GB ADATA S596 Turbo SSD (for Windows, games)
  • 500 GB HARD DRIVE — 16M Cache, 7200 RPM, 6.0Gb/s (for data)

The rig came to $1260 when the $75 (!) shipping was added in, all via iBuyPower.com. If you’re interested, their Black Friday sale has morphed into a Weekend Sale that will undoubtedly segue into a Cyber Monday sale, so you probably have some time.

I suppose the “cycle” is not permanently broken until I start buying and assembling the computer myself, but given I haven’t had a computer tower in years I figure I’ll be more comfortable next time around. When I priced the components individually on Newegg, it came to ~$818 before shipping and without certain features like liquid cooling and such. I paid a premium, but it’s an okay premium. For now.

In unrelated, albeit possibly interesting news, I will be playing the SWTOR beta starting in the afternoon.

Warlocks as the MoP Baseline

If you look at nothing else regarding the Mists of Pandaria Talent Calculator, browse the warlock section. Having looked at all the classes, it is pretty clear which among them have received the most designer attention. Which is not to suggest this pre-alpha build indicates which classes will be screwed or whatever. I’m simply saying that if the warlock design can be considered a baseline, Blizzard has a very real chance at blowing everyone’s fucking minds.

Demonic Portal alone… here, just let me show you again:

*cue the sound of one jaw dropping*

The sheer number of potential shenanigans boggles the mind. Set this up in a WSG flag room. Set this up in an AV tower. Set this up for your raid team as a handicap accessible ramp for those that struggle moving out of the fire fast enough. Set this up between the goddamn mailbox and AH. Five charges is not a lot, but I bet there will be a Glyph for more.

I don’t want to call a spell like this a “game-changer,” but I am finding it difficult to express what it does in any other terms. So many “new” spells and abilities in WoW are iterations of what came before. Malefic Grasp is the Affliction filler and acts as equal parts Drain Life and Shadow Bolt, with a speeding up of DoT damage innovation. Refreshing, and feels like something Affliction should do. Demonic Portal though is so out of the box that it feels like I have to approach the game in a fundamentally different way, even though it technically is an iteration too (“What if everyone could use a warlock’s Demonic Circle?”).

The rest of the warlock spells/talents show a similar level of left-field thinking. Look at the T3 talent line-up:

  • Spell Drain: Next single-target spell/ability focused at you deals no damage and heals you for half of what it would have dealt. Lasts 4 seconds, 15 second cooldown.
  • Soul Link: Probably same ~X% damage reduction.
  • Sacrificial Pact: Demon sacrifices 50% of its HP to make you immune to damage for 10 seconds. 3 minute cooldown.

I think Spell Drain is going to be redesigned completely by the time Blizzard is through – no way it lasts with a 15 second cooldown – but all three of those are really, really hard choices. Yeah, raiders will probably stick with Soul Link unless the boss has an uber-move you can cheese with Sacrificial Pact, but I’m looking at this from more of a PvP standpoint. Or, hell, what about leveling/soloing old instances/running heroics/etc? Tough choices.

Now, look at T4:

  • Blood Fear: Your Fear is instant, but costs 10% of your maximum health.
  • Burning Rush: Your Life Tap causes you to move 25% faster for 8 seconds.
  • Dark Bargain: Absorbs damage equal to 20% of your maximum health, lasts 30 seconds. Any shield remaining when the spell expires is dealt to you in damage. 30 second cooldown.

When I read this tier, I forgot these talents were from WoW; it felt like I was reading off some Dragon Age: Origin interpretation of a warlock. In a good way. These choices are more… warlock-y than warlocks have been in WoW since their inception. Before this, there was what? DoTs and Life Tap? Outside of the class quest to unlock the Succubus, I felt there was always a bit of weird, thin line between mages and warlocks. DoTs + pets vs nukes, sure, but once DoTs are up the warlock simply nukes too. And there never seemed to be much conceptual distance between Destruction warlocks and Fire mages. Now, with this kind of flavor and direction? Much, much better.

Everything can change between now and the Beta, let alone between the Beta and release (and the hotfixes, and mid-expansion overhauls, etc). But if the remaining classes can siphon off even a fraction of the creative juices oozing from these pre-alpha warlocks, MoP could end up making WoW feel like an entirely new, high fidelity experience to even the most bitter of veterans. I am indeed that impressed.

Thoughts on MoP Paladins

General:

  • Judgement has a 6 second cooldown, 30 yard range baseline. At level 5. Cool.
  • No Auras anymore. Crusader Aura is passive, self-only.
  • Well, Holy paladins get a ridiculous cooldown version of the missing Auras.
  • Blinding Shield has returned as Blinding Light.
  • It will surf through beta, then hotfix-nerfed Day 1.
  • Seriously, Hungering Cold gets a cast time, and another instant mass-AoE spell is designed?
  • Plus, paladins. What’s not to nerf?

Talents:

  • T1 – Speed of Light is a real oddball cooldown here. Consider that it is another 20% DR on a 1 minute cooldown for Holy, on top of Divine Protection, on top of Divine Shield, on top of Hand of Protection, on top of Devotion Aura (20% less Fire/Frost/Shadow damage, immune to interrupts/Silence for 6 seconds), on top of potentially Ardent Defender*. And you move faster with it up. The Prot version of Speed of Light increases damage done by 10% and is thus the more “raid tank” choice, but what does extra damage and moving faster have in common really? And Ret will skip it to grab the somewhat clunkier Long Arm of the Law. Or potentially Pursuit of Justice depending on how quickly Holy Power expires.
  • T2 – We already tried the 6 second stun on a 30 second cooldown, Blizz. You said it didn’t work. As excited I am about Burden of Guilt, Repentance is really the only logical choice.
  • T3 – /yawn. I want Sacred Shield as a tank, assuming the boosted healing doesn’t evaporate when the bubble pops, but I’m pretty sure Blessed Life will be required all the time, by every spec, everywhere. Constant raid damage, anyone?
  • T4 – Selfless Healer is P-I-M-P. Thank you for bringing back my Ret from Wrath. Besides, it was getting a little dumb that warriors and rogues could heal themselves better/faster than my paladin while leveling.
  • T5 – This whole row needs redesigned.
  • T6 – Ditto this row. Boring.
  • Misc – Blessed Life + Pursuit of Justice is actually a pretty funny talent “combo.” The more you damage a paladin, the faster they run around. Wish they would turn that more into a paladin kit.

Specs:

  • [Ret] Nothing too terribly different than what we have now, aside from extra polish. For example, Inquisition now lasts 10 seconds per Holy Power, up from 4, making it more Slice n’ Dicey. Exorcism is Ret-only, instant-cast baseline, has no cooldown (!), generates Holy Power, and automatically fires ala DK’s old-school Sudden Doom talent (before it got moved to Unholy). Hrm… they might be intending for Ret to not be able to push the button until it lights up ala Arcane Missiles. Actually, yeah, both say “activate.” Lame.
  • [Prot] /yawn. Could we have a few more passive abilities, Blizzard? Getting activated abilities at 10, 20, and 40 is too much. I might actually have to use a second row of my action bar.
  • [Holy] I don’t roll Holy, but I find those rolling damage reduction cooldowns to be a tad of the ridiculous side.

Overall, I may have gotten a little too excited yesterday over the legitimate 50% snare thing. Especially considering the absolutely batshit crazy insane shenanigans going on in the Warlock department.

Consider yourself foreshadowed.

P.S. Did anyone else notice that mages no longer have Teleport/Portal: Theramore, but Stonard is still on the roster? Blatant Horde favoritism! Unless… unless… Alliance mages can send careless raid/random BG members to Stonard too. In which case: well played, Blizzard. Well played.

*Obviously not all at once, or in that sequence. However… 10 second DivPro, 12 second SoL, 10 second ArdentD, 6 second DevoAura, 8 second DivShield… which leaves you with 14 seconds until DivPro comes back off cooldown. Which you can fill with a 20 second Avenging Wrath, Guardian of Ancient Kings, or you know, actually healing through normal damage.

Paladin Ranged Snare

They did it, they really did it.

*cue We Are the Champions*

Obviously it is on the same row as a 30 second HoJ replacement and the paladin Sheep, both of which are likely to be better picks in a general sense. Obviously it is not game-breaking and who even knows what will be considered “balanced” at level 90. But… my god, gentlemen. To be denied for seven years, to endure the rationalizations as why paladins don’t need a proper snare, and to have this appear at 4 am on a random Wednesday… it is a sweet, sweet release.

A more thorough examination of the newly revised talent trees will have to wait until tomorrow.

P.S. My god, it’s full of stars…

*cue the sound of one jaw dropping*

Great Timing

When I originally saw the MMO-Champion post about free SWTOR beta keys, I was excited. And, hey, I actually got a key! Oh… what? It’s a key to enter the drawing for a chance at downloading and playing a 20+ gig client for more than a day 1.5 weeks from now? Wow. I am still trying to imagine a scenario in which downloading a 20 gig game to play for 24 hours or less is not a thinly-veiled “fuck you.” I do not suffer under bandwidth caps, but there is absolutely a cap on my attention span and tolerance for bullshit.

That was a week ago. Last night at 3:23 am, I get the email talking about how I was magically selected for the upcoming weekend beta. I quickly click the link in the email, because apparently the speed at which you click determines the duration of the cock-tease. Fantastic, there is an error. Apparently SWTOR wants everyone who registered before a certain date to reset their passwords. I press the password reset button and wait for the email. And wait. And wait. It arrives at 4:29 am, having taken the equivalent of Pony Express speeds through the Internet tubes, about fifteen minutes after I went to sleep.

Today, I finally reset the password, and attempt to log on to redeem my weekend beta code.

Couldn't they spend, say, $5 million of that $300 million making a goddamn website that works?

Gee whiz, guys. With how concerned EA/Bioware is with a smooth launch, one would assume their goddamn website would be able to handle the traffic generated by the miserly metering of beta codes a week ago.

But you know what? I’m over it. If you notice down at the lower right of the screenshot, there is a Steam notification that Aquaira finished downloading. Aquaria and Crayon Physics Delux and Darwinia and other indie titles for $3.53 care of the latest Humble Bundle that went up today. Not to mention the next Indie Royale bundle will be going up on Friday, along with the inevitable Steam sales over Thanksgiving.

When I quit WoW, I was somewhat concerned about what I would do with all the time freed up by no longer doing daily quests, running heroics, playing the AH and so on. After all, when you averaged the ~7700 hours out it was in the neighborhood of 5 hours a day (albeit most of that encompassed when I was unemployed). What I discovered is that time gets filled up no matter what I do – there is never a time when I am bored for lack of games to play, blogs to read, or things to do. And so I am wondering if I will even have the time or inclination to fit in mediocre MMO gameplay propped up by social strings and glue anymore. Having friends is great; making friends is an awkward pain in the ass.

And unless/until SWTOR starts impressing me a lot more than it currently is, I may stick to the vastly cheaper, and amusingly better quality indie gameplay.

Raiding with “Friends”

Checking up on Tobold reveals an interesting post about the “failure” of the F2P model in Facebook games, or at least the way Zynga goes about it. However, there was a specific section of the post that piqued my interest (emphasis added):

By making paying to play so expensive and annoying, Facebook games thus make the “social cost” of pestering your friends more appealing. That very quickly leads to players realizing that the person least likely to be bothered by a constant stream of gift requests is somebody already playing the same game. MMORPGs like Everquest started out with a social model in which guilds were there to play with your friends, and over time that social model degraded to guilds where you play with people who have the same goals and play intensity as you have, even if you don’t actually like them. Facebook went through the same development much quicker. Every Facebook game forum has “add me” threads. My new Facebook account already has 67 friends, just by clicking on links in various “add me” threads like that.

I am not entirely sure whether the designers of Everquest actually expected people to join guilds with their IRL friends, but that almost seems like a moot point anyway – MMOs have a way of stratifying the playerbase into those willing and able to perform at X level and those at Y level. As may be implied by the tone of prior posts, and the existence of a blog to begin with, I tend to take things much more seriously than regular people… of which my friends qualify as, more or less.

The irony though, is that I am not even sure whether raiding should be a friend-based activity, or even could be one in the long-term. I certainly would never raid with my IRL friends specifically because raiding presents scenarios that only complicate things in (external) friendships. Loot distribution. Healing assignments. Interrupt duties. Punctual log-ins on raid days. Choosing who to sit out when 11 people are online. Deciding whether heroic modes are worth the time/hassle of attempting. It is the same strain I imagine must exist in a friendship between a supervisor and their employee. There is no good choice between the job and the friendship; it is always Lose-Lose.

The in-game friends I made via the guild and raiding in general understood when certain decisions were necessary as a Guild Master and/or Raid Leader in ways that my IRL friends could/would not. Then again… now that I think about it, there was quite a bit of drama when I continued bringing a few people along to the raids for the good of progression, but whom otherwise detracted from the enjoyment of everyone else. They probably should have understood why my actions were necessary, but I cannot help but imagine my having the same negative reaction if the shoe was on the other foot.

Raiding is often called the pinnacle of the MMO experience, but I am beginning to question that precept. Is there something wrong with the model? Or is (the possibility of) interpersonal conflict simply a given in any social endeavor? It almost seems like you could avoid conflict by making raiding so easy that any friction becomes irrelevant, but what of the people who enjoy a challenge? Or, hell, wouldn’t an easy endgame preclude the usefulness of a guild to begin with?

Designer Responsibility

How responsible are game designers in the balancing of their (single-player) game?

Syncaine swerves to the right:

One theme I’m seeing is the debate about what is OP [in Skyrim], and how easy it is to min/max the game. I find this… odd. As Nil’s himself pointed out, you can turn godmode on if you want, and be as ‘maxed out’ as you can possibly get. Hearing that people are ‘exploiting’ the game by running into a wall for hours while hidden to max out stealth makes no sense to me. Why waste all that time, just go into the character file and put stealth to 100. […]

“Am I to blame?”

Yes.

Luckily the solution is easy; remove one or more of the enchanted pieces, or up the difficulty, or RP a reason why you no longer require mana to cast spells.

I’d rather you do that then Bethesda spend time hardcoding a solution over adding yet-another-quest, or whatever other content they could do in that time. Or have the hardcoded solution prevent me from play “how I want”.

If this was an MMO, 100% valid point. If it was a multiplayer game like Dungeon Defenders, still 100% valid. An sRPG that is far more about the journey than the end-goal? Naw, non-issue IMO.

Nils has a more center-oriented approach:

I agree that it is partly in the player’s responsibility to not optimize the fun out of his game. An example would be sneaking against a wall until you have maxed out stealth in Skyrim.

On the other hand, I just uploaded a video to youtube that shows how I enchanted four items and now can cast destruction and restoration spells witout any mana cost. This is a game changer, as the mana constraint was important in the game – until then. Many of my perks in the talent trees are suddenly useless. The game becomes worse. Playing it is less fun if I can just spam a single spell without looking at mana.
I optimized the fun out of Skyrim. Am I to blame?

The problem is that I ended up enchanting my equipment this way not by sneaking against a wall. I simply skilled enchanting and then used reasonable enchantments on my equipment.

My point is this: A game cannot use the cartot, that character power progression (CPP) is, to increase the player’s engagement with the game, and at the same time allow him to optimize the fun out by hunting the carrot in a reasonable way.

My own left-leaning approach is the same as I outlined in the Culpability of Questionable Design, the very first post I made under the In An Age banner. Essentially, it is (almost) always the designer’s fault.

Don’t Hate the Player, Hate the Game

As I commented on Syncaine’s post, I find it bizarrely apologetic to state that it is a player’s responsibility to not ruin the game for themselves. The specific situation in Skyrim Nils had brought up was the ability to eliminate all mana/stamina costs of spells and abilities via Enchanting. Nils had gotten his Enchanting skill up “legitimately,” as opposed to, say, getting 100 Sneak by auto-sneaking into a corner for a several hours. For the record, I see zero difference between those two activities – both are simply examples of incredibly poor design ridiculous failures of imagination.

In Oblivion there existed a Magic College where you could invent your own spells and magic items, within certain constraints. Making a Fireball spell that dealt 100 damage was expensive, whereas a 50 damage Fireball cost less. Similarly, a buff/debuff that lasted an hour was more expensive than one that lasted for only 1 second. After about an hour of playing with the various sliders, I left the College with a ranged spell that decreased the HP of the creature it touched by 100 for 1 second. The practical effect was that it instantly killed everything in the game, at least until I gained many more levels – even then, if I fired it quickly, the second hit would kill anything with less than 200 HP since it stacked with itself. I called this spell Finger of Death, and later added it to a sword along with the Soul-draining property so that as the sword instantly killed who it touched, it refueled itself.

I did not set out to break Oblivion, nor did Nils set out to break Skyrim; the both of us were simply using the tools the designers gave us and taking them to their logical conclusions. It is the responsibility of the designers to ensure that incredibly obvious things (at least in retrospect) like “-25% mana usage” does not stack with itself, that temporary decreases in HP scale the same as damage abilities when their effects are indistinguishable, and so on, are balanced. Arguing to the contrary is to admit that WoW leveling is not too quick since the player can manually shut off XP, that facerolling mobs and instances is a player failure as said player could play with just one hand, play with a gamepad, play with Resurrection Sickness, or any number of entirely arbitrary self-imposed restrictions. It is to abdicate, wholly and completely, any responsibility of the designers to present a balanced, well-paced experience.

Syncaine is right about these games being about the journey, not necessarily getting to the end as quickly as possible. And yet I derive deep satisfaction in the execution of strategies, figuring out how rules/objects work, and finding more efficient ways of doing tasks; those things constitute the journey to me. Turning on god-mode in the console may have the same end result, but it skips all the fun, thinking bits inbetween, just like skipping to the last chapter of a book. In other words: optimization is fun.

And so I believe it is – and has to be – the designer’s responsibility to ensure that if a game can be optimized, that it still continues to be fun and challenging when it inevitably is. Anything less is laziness, incompetence, or both.

The 5 Stages of PC Shopping

Stage 1: Denial

I just got a new computer about two years ago. Everything runs completely fine!* What would I even do with the old computer? You know those people who buy a brand new car every other year, and how much you hate them? Don’t be that guy.

Besides, you have plenty of indie games and MMOs to keep you busy practically for years to come. Who cares that everyone is talking about Skyrim?

Stage 2: Anger

Why do developers do this shit?!

I paid something stupid like $1400 on a computer two years ago and already I’m being priced out of videogames? I could have spent that money on a PS3 and XBox 360 on launch day and been good for the next seven years! This is why there will always be a market for consoles; what kind of insane person buys the equivalent of $700 videogames?

And when did the computer component world pass me by? “Sandy bridge” my ass.

You know, I had a real handle on graphics card models back in the day. I could explain that a NVidia  8700 was more powerful than a 9500 – the trick was that the first number was a model number, and only the last three digits meant anything important. Nowadays, the NVidia guys are telling me that their goddamn GTX 295 outperforms their GTX 560. Sounds sorta like the old system, right? But wait! The GTX 480 spanks them both. You can’t explain that!

Stage 3: Bargaining

Okay, you win. I spend probably close to 90% of my free time using the computer, and two years is like a decade in internet years anyway. If I just cave and buy a console, I’ll miss out on all those ridiculous Steam deals; the money I’ll save probably makes the price a wash. Nevermind that my computer monitor is larger than any TV in the house… and I really, really want to play Battlefield 3/Skyrim/etc.

I don’t need the bleeding edge stuff. Maybe something that, you know, is done bleeding but still warm. For about $1000.

Stage 4: Depression

I have no idea WTF I am doing. NVidia helpfully says I can buy everything off of Newegg for ~$700 and then build it myself. That’s great… until I start reading shit like this:

Static electricity is the biggest danger to the expensive parts you are about to assemble, even a tiny shock, much too small for you to feel, can damage or ruin the delicate electronic traces, many times smaller than a human hair, that make up your CPU, RAM and other chips. It’s important to use your anti-static wrist strap to prevent damage to these components. Once you have the power supply installed in the case, clip the end of the wrist strap to the outside of the power supply. (Never plug your computer in while you are connected to it by a wrist strap.)

[…]

Installing the CPU, and the CPU’s heat-sink and fan, are by far the most difficult steps you’ll have to complete during your build. Here, more than anywhere else, it will pay to read the instructions carefully, look at the parts, study the diagrams that came with your CPU and/or third party cooling solution, and make sure you thoroughly understand what you are going to do before you try to do it.

There is no getting over the sense of impending doom that is knowing it is possible to destroy a CPU with static I won’t even feel, and can probably launch just by looking at it funny. Christ, I cannot even look at a Micro SD chip without getting an insane urge to put it in my mouth.

There is no way this is going to work.

Surely though, with components at $700 I could find some place willing to build it for me for like $300, right? Everyone tells me its easy, so that should be an easy $300. Except… not so much. Oh wait, this computer looks pretty cool. Hmm, let me check out the comments.

Negative Newegg.com comments make me mistrust all technology, everywhere.

I don’t know what to do anymore. Maybe I shouldn’t scrimp on a computer. My current computer was like $1400 at the time, so maybe I should look at the higher end machines and just go for it.

Wow… look at this $1600 machine. Liquid cooling is badass. Alright, having the liquid cooling leak all over the inside of the computer during shipping sounds less cool in the comments. I suppose I could at least look at the Youtube video they provided.

Holy mother of Christ, is that Asian chick just tiny or is that case really the size of a goddamn diesel generator?

You know what? I can’t do it. I just can’t. That thing costs about 1/4th of what I spent on my car, and is about 1/4th the size of the car to boot – at this point, I would be shopping for a new desk just to have somewhere to place a computer, a new chair to fit the desk, and renting a crane to lower the case through a recently installed skylight. All the while praying to any god that would listen so that some component I cannot begin to touch without frying it did not come loose in shipping.

I can troubleshoot software no problem. But I know just enough about hardware to know I will A) screw it up building it myself, B) get screwed buying pre-built machines on the cheap, or C) get screwed buying expensive pre-built machines only 1% better than the half-priced prior generation machines.

Stage 5: Repeat Stages 1-4.

Until I break down and buy something from Best Buy simply because it offers the safety of having a physical location to direct my ire. Not that any of them ever have an idea of what they’re talking about, aside from sending the computer off to Asscrack, Alaska for the next eight weeks.

But hey, the devil you know…

*For given amounts of fine. For example, my audio-out only delivers sound from the left speaker. Headphones work fine, but I have bought 3 different sets of external speakers over the years, and all of them had the same problem. Of course, none of the audio cables fit in all the way, but I’m tired of spending $20 a pop guessing.

[Metanarrative] Population: 1

What does Atom Zombie Smasher, Far Cry 2, and Xenogears have in common?

I don’t actually know what to call it. But maybe I can describe it.

Just recently I completed Atom Zombie Smasher, a pseudo-puzzle indie game with some rockin’ Hawaiian surf guitar music. You basically try and save as many civilians as possible before the zombies eat them, with only a handful of various mercenary units. The game looks like this:

Evacuation complete.

At some point while playing it, I suddenly realized that this is the first zombie apocalypse game I have played that evokes the full horror of the scenario. The traditional vantage point is being the survivor hero struggling against insurmountable odds on your desperate run towards the helicopter.

In Atom Zombie Smasher you are the helicopter.

Specifically, you control where the helicopter lands, along with the deployment of snipers and artillery strikes and so on. Your life is not at stake here. All you have is your dispassionate duty to save 60 civilians out of the 125 in this section of the city. Other sections have higher populations, but the requirement is always a fairly low percentage of the total.

NOOooOOOoooOooo!!!

And that is when the horror comes in. When you see that lone purple dot making its way towards the desperate, waiting crowd of yellow dots. All it takes is one zombie; I’ve seen it happen. The panicked movements as the civilians catch on. They’re packed in so tight, so tight. The helicopter was just here – most of them are exhausted, having ran after hearing the fog horn from three blocks away. A single sniper shot would save their day. Their day, not the day – the 874th Rising Lightning sniper squad are the only thing keeping 5th and Main intersection clear of zombies, and the eventual airlift of the 50 civilians on the other side of town.

I make the call.

As the helicopter flies overhead and beyond the sight of the crowd, I like to imagine that all their faces stay turned skyward, despite the feeding frenzy beginning at their periphery. That the last thing most of them feel is not being eaten alive, but the fading sun on their face, followed by the merciful and cleansing fire of an artillery blast. I cannot save everyone, but I can save them from that fate. And… and… they are easier targets to hit than zombies.

I never even knew their names.

May God have mercy on my soul.

Review: Sanctum + DLC

Game: Sanctum + DLC
Recommended price: $10 (as in $10 for game + DLC)
Metacritic Score: 70
Completion Time: 12-20 hours
Buy If You Like: A little FPS in your Tower Defense

Sanctum is a Tower Defense game combined with FPS elements that starts blurring the definition of an “indie” title. The gameplay mechanics are tight, the background environments are amazing, and there is an overall degree of polish not necessarily seen in $10 games. About the only thing missing is something in the way of a narrative, which would arguably be out of place in a Tower Defense game anyway.

Not the most efficient maze by any means, but I was a noob.

That is not to say that Sanctum gets everything right. The base game goes for $9.99 on Steam, but includes includes only 6 maps. While you may spend 1-2 hours per map depending on whether you beat the 25-30 waves of aliens on your first try or not, the maps themselves correspond closer to archetypes than maps per se. For example, there is one completely open map, one map with aliens spawning on opposite sides, one ultra-huge map, one map with a maze pre-built, and so on. If you particularly enjoyed ultra-huge maps, well, you get just the one. Theorhetically Coffee Stain Studios can simply add more, but given the fact that four maps have been added as $2 DLC, it may soon start getting too expensive for the entertainment generated.

The one thing Sanctum has going for it is that each map supports a lot of customization options in terms of building mazes and placing towers. Indeed, the building of the maze to begin with feels like its own distinct game (which it arguably is). So if your favorite map is Arc, as long as you don’t build the same maze with the same towers while equipped with the same guns, it will be subtly different. Combine that with up to 4-player co-op and 4 different Survival Modes and 4 different difficulties, and the limited map options feel less oppressive.

That being said, keep in mind that Sanctum is a Tower Defense game at heart with FPS thrown in as well. Each wave is stronger than the last not through numbers or strategy, but simply an increase in alien HP. While upgrading your weapons and towers with resources generated via completed waves generally keeps pace (at least on Normal), the “difficulty” of the game really comes down to shooting the same thing more times. And since there is no randomness in alien behavior, the waves or types (you can see what’s coming 5 waves down the line), playing for long periods of time can quickly burn you out. Which probably could be summed up with “it’s Tower Defense, stupid.”

There is something very satisfying about getting your hands dirty.

Sanctum DLC Review:

Killing Floor ($0.99) – Floor tile that acts as a rechargeable land mine. The one big plus of this tile is that it consistently will damage Hoverers (i.e. the floaty aliens immune to damage from the front). That being said, I have found these fairly weak in comparison to standard Slow Fields or Amp Fields which come with the base game.

Penetrator ($0.99) – Tower block that shoots a beam that damages all enemies in a line. Sounds amazing at first, but its slow rate of fire and tracking issues means it will shoot diagonally most of the time and otherwise completely waste its multi-damage capability. Not recommended.

Violator ($0.99) – Tower block that creates a floating sniper rifle with a monsterous range that can hit ground or air targets with a single, powerful shot every few seconds. Personally, this is about as close as you can get to Pay To Win in a non-competitive game. The Violator can be a liability if you get both a bunch of fast ground AND air aliens since it may waste its shots on the little ones, but otherwise… god damn. This is typically my go-to Tower once the early Towers are out of the way.

Map: Aftermath ($1.99) – I am not a huge fan on this map for three reasons. The first is that the sloped middle section makes it much more difficult to traverse the tops of blocks. Second, there are frequently small gaps between blocks that can lead you to falling inbetween them in a heated moment. And finally, the overall layout prevents much Tower overlap, even with Violators. That aside, it has three decently-sized rectangle areas for maze placement and good Line of Sight to enemy spawn locations.

Map: Aftershock ($1.99) – Much like with Aftermath, this map features three main areas, has some angled terrain, and the possibility of falling inbetween some blocks. However, the map itself is more compact (good Violator/Morter coverage) and the maze itself is practically pre-built for you. That can either be good or bad depending on your tastes.

Map: Cavern ($1.99) – This is a heavily multi-tierred, practically pre-built non-air gauntlet. Cavern also introduces the concept of teleports for the first time, along with a sort of jump pad that will quickly send you flying up to higher levels. On Normal difficulty, I found this pretty ridiculously easy.

Map: Slums ($1.99) – Once again, a heavily-tiered map that essentially consists of two squares and two small rectangles to build mazes in. One of the complicating factors is that there are multiple teleports on each level, which can make planning even a simply maze feel like three-dimensional Chess. Since ground units emerge from a single location though, I found this map overall ridiculously easy on Normal difficulty – most foes died before they could make it off the first “island.” Combined with a default of only 13 waves, this felt like the shortest map in the game.

DLC Summation:

I received the three weapons for free as part of a bundle, and picked up the four maps on a Steam sale for $5. Given that I got everything for essentially $10, I am satisfied. Picking these up at non-sale prices… I would probably skip everything but the Violator. The four maps are fine, but since Aftershock, Cavern, and Slums come essentially pre-built, I don’t see much in the way of replay value.