Monthly Archives: February 2013
Review: Borderlands 2
Game: Borderlands 2
Recommended price: $20 + $10 season pass
Metacritic Score: 89
Completion Time: 30+ hours
Buy If You Like: Funny and nonsensical cel-shaded FPS games
Borderlands 2 is the cel-shaded, “why so serious?” smash-hit FPS pseudo-Diablo-clone follow-up to the original breakout Borderlands. Taking control of one of the four classes (or five with DLC), you set off on an adventure of mayhem and random looting across the now-much-more-varied landscape of Pandora, helping the heroes of the original game try and stop Handsome Jack from taking over the world.
To be honest, I am having a difficult time reviewing Borderlands 2 after having spent 130+ hours playing it. If you played the original, BL2 is better, longer, and more… Borderlandy than before. If you haven’t played Borderlands before, well, prepare to experience one of the frighteningly-few games out there with a distinct style. Said style might be nonsensical ultraviolence, but at least it is consistent and generally amusing.
The basic flow of the game will be familiar to anyone who has played a Diablo derivative: get quest, kill mobs, get random loot, repeat. There is a decent range and variance of mobs, but the AI controlling them is not especially robust; every encounter either involves mobs rushing to melee or shooting from range. In fact, since all the visible mobs aggro after the first shot and many mobs simply don’t exist until you get within range, an entire swath of the strategic playbook (Stealth, sniping) consists of blank pages. This is no different than what occurred in the original Borderlands, so if it was fine for you then, it will continue being fine now.
What saves BL2 can be summed up in three words: guns, guns, and guns. The trick that the Borderlands series pulls off is not merely emulating the loot-centric gameplay of Diablo, but how the loot itself can change how you approach the encounters. If a really kickass shotgun drops, for example, you might find yourself suddenly getting more up in psychos’ faces than you were just five minutes ago. While the character talent trees stamp down on this more freeform behavior by virtue of weapon-specific bonuses, respecing is only a trip to town away. And sometimes that minigun that shoots missiles is just too much fun to fire to care about trivialities like your +15% critical hits with sniper rifles.
Once you complete the game proper, you unlock “True Vault Hunter Mode” which allows you to redo the game from the beginning while keeping your level, cash, and gear. The enemies in this mode get new abilities, more health, and hit significantly harder as you plow your way to the level cap of 50. While this difficulty extends the life of the game quite a bit, it also leads into some counter-intuitive behavior. You see, sidequests typically reward you with unique items that are scaled to the level you were when you started them. Ergo, the “correct” way to play TVHM difficulty is to skip ALL of the sidequests until you reach level 50, and then go and complete them for the highest-level version of the unique items. Otherwise, the unique items may as well not exist, as they will inevitably be replaced by even the most generic level 50 drops.
As I mentioned before, I have clocked in over 130 hours into Borderlands 2, with around ~20 of those hours being from two of the DLCs. Although I chose to play solo the whole way through, I’m positive that the experience would have been even more entertaining with a group of friends. Hell, the DLCs even include the equivalent of 4-man raid bosses, if you are into that sort of thing. By the time you start to question why, exactly, you are chain-farming the last boss for legendary drops, Borderlands 2 will likely have generated twice as many hours of entertainment as your last non-Skyrim single-player games combined.
So get in there and start shooting some faces.
Review: XCOM: Enemy Unknown
Game: XCOM: Enemy Unknown
Recommended price: $15
Metacritic Score: 89
Completion Time: 22 hours
Buy If You Like: Relatively simple but slick Tactical Sci-Fi games
XCOM: Enemy Unknown is a reboot of the 1990s cult-classic tactical title of the same name. In this game, you take charge of the XCOM project, which is a worldwide military response to what appears to be an alien invasion of Earth. You engage in a series of turn-based tactical battles, which is then broken up by periods of base building and resource management inbetween alien incursions.
Combat is “team turn-based,” which means that you can move all of your own units before giving the floor over to the aliens to do the same. Individual unit turns boil down to “Move + Shoot/Ability,” while trying to make an effort to end your turn next to some cover. As units earn experience, they gain levels and can unlock new abilities/bonuses in their class’s (limited) talent tree. There are a number of different weapons and armor types available (including special items like Grenades and Medkits), but for the most part they are limited to the class they are designed for.
If this all sounds pretty simple, that is because it is. While XCOM won a number of accolades and serious blogging goodwill for its tactical combat, its primary accomplishment is simply existing as a tactical offering at all in a desert of similar titles. At no particular point did I find myself especially challenged tactically, at least in terms of historical titles like Fallout Tactics, Final Fantasy Tactics, Tactics Ogre, Suikoden Tactics, and so on. While I did “only” play on Normal Ironman mode (Ironman meaning you cannot reload a saved game to avoid a team member death), I simply do not see enough moving parts to justify some claim to XCOM’s tactical brilliance. In particular, I have a problem with team turn-based gameplay leading to “dogpile tactics” (maneuvering units so as to unload a full turn’s worth of damage without recourse), combined with an enemy that almost always waits patiently for you to discover them before taking any initiative at all. And then there are a few of XCOM’s uniquely questionable design decisions, such as not showing the range on, say, Sniper Rifles.
Some of the lack of complexity in the tactical segments is made up in the planning stages. Character growth and equipping is straightforward, but trying to juggle base expansion, e.g. building more research centers vs power plants vs ect, with the other demands like satellites for XCOM member states or research into better weapons can get a little dicey. While I got a handle on things by the end of my first playthrough, I was not particularly sure whether the complexity was via the underlying systems or if it were just random chance that, say, China kept getting bombarded by UFOs.
All of this is not to suggest that XCOM is a bad game. It is, in fact, a fun game that I think is an auto-buy at $15 or below. I just want to distance myself from the blogging narrative that XCOM is some kind of superstar in the tactical gameplay arena. It certainly wins the “best tactical game in years” award, but it does so due to an utter lack of competition. If you enjoy this subgenre you will enjoy XCOM, but you will likely find most of your planning taking place outside of the tactical battles rather than in them.
Gold-Making in MoP
I had a guild member ask me what I have been up to so far on the AH side of things, and I figured I may as well share here too.
The backbone of my routine is/was the Saronite Elementium Ghost Iron Shuffle. Basically, you buy stacks of Ghost Iron Ore at X gold, then through Prospecting/Alchemy/Enchanting/etc you turn it into a product worth X+Y gold. Every realm/faction market is different, so individual research will be needed to find the values for X and Y. Right now, for example, I buy Ghost Iron Ore at 4g apiece (and below). This ore ends up being:
- Smelted into Ghost Iron Bars –> Transmuted into Trillium Bars –> Transmuted into Living Steel
- Prospected –> Rare gems cut for >60g minimum
- Prospected –> Uncommon gems turned into necks/rings –> Rare necks/rings procs sold for 300g, uncommon necks/rings Disenchanted for Dust
- Disenchanted Dust –> Enchanting scrolls and/or sold for mats
After a while, I started getting exceedingly lazy and stopped prospecting altogether. Instead, I keep an eye on the Golden Lotus market and snatch any up that are 50g or less. From there, I keep ~5 of each flask up on the AH and then Transmute the rest into Rare gems which I cut and sell for a minimum of 60g, but generally 100g+. This probably lowers my margins significantly, but once I made it back up to my 300k starting gold reserves (even after gambling ~100k on Darkmoon trinkets), relisting hundreds of auctions a day becomes less and less interesting.
One market I was surprised to find was the Ghost Iron Dragonling. While most Engineers will be dumping a bunch on their way up to 600, what I have found is that in 99% of the cases they list them without bothering to fill in the Cog sockets. Considering the item is damn near useless without them – and taking a cue from someone spamming trade chat for an Engineer to make some – I started selling mine with a variety of useful Cogs already slotted in; configurations like Haste/Mastery/Spirit, Haste/Crit/Mastery, Hit/Expertise/Dodge, and so on. Remarkably, they continue to sell at an absurd mark-up: 750g apiece compared to the empty ~200g models.
Presently, I am buying up a bunch of Ghost Iron Ore again, in preparation for the new Blacksmith changes coming in 5.2, and the whole Lightning Steel Ingot deal. I am somewhat doubtful that the price of ore will jump up in the long-term on my particular backwater server, but I figure I may as well start stockpiling now. In fact, it is far more likely that my server will experience a lack of availability than a lack of affordable goods. Until a week ago, you could not find Blood Spirits at any price, for example.
Keeping Valor
In perhaps one of the more refreshing moments of sanity in quite some time, Blizzard recently announced that Valor points would not be reset in 5.2. The prior plan was best described as a triple-gate clusterfuck:
- Current players got VP downgraded to JP, which buys heirlooms and little else.
- Players below the ilevel 480 cutoff for the 5.2 LFR would essentially have to either re-grind more Valor to purchase (discounted) rep gear, provided they had the rep, or replace 100% of their items with 483 gear from the last two LFRs.
- New/Returning players would continue needing to grind reputation to grind VP to get gear to enter LFR to get gear that let’s them grind 5.2 LFR bosses to unlock more VP gear locked behind more rep. (Yo dawg, I heard you like grinds, so…)
The level of nonsense was incredible. Downgrading only ever makes sense when the items are downgraded (to JP) too, lest your purchasing power actually be destroyed.
The new rubric makes much better sense. Those 3000 banked VP mean nothing when you can’t purchase 5.2 VP gear without killing raid bosses anyway – a gate mechanism already exists, so double/triple gating is unnecessary.
As always though, having a new patch within sight does engender a bit of progression fatalism. I abandoned all pretense of shooting for the weekly VP cap for several weeks now. Because… why would I? While it is silly to take that argument all the way – “why gear at all when gear resets every expansion” – it simply makes economic sense to me to wait out the 5.1 clock. Instead of 2-3 items after weeks of work, I can get 2-3 items after weeks of non-work.
In the meantime, a more pressing issue presents itself: the race against the upgrade vendor disappearance. Not an upgrading of standard gear, of course, but an upgrading of the Bind of Account staves that my level 85 Scribe can craft… if not for the 5+ Spirits of Harmony required. Of the once-a-day Scrolls of Wisdom, I have 45. Which… is a little disturbing to think about, actually.
The Wages of F2P
I finally buckled-down and purchased a 3-month subscription to PlanetSide 2 last night. I say “finally” because I had been waffling back and forth for quite some time on the decision, all of which has resulted in me losing out on +35% XP gains (which translates into faster Cert gains, which translates into character/weapon upgrades) for the duration of the indecision. I have been playing this game 1-2 hours a day for the past several months, so it is not a trivial amount of potential lost progress.
But still, even with credit card in hand, I felt like I was getting suckered. Since Steam, I never pay full price for anything. And this is a F2P game, right? I know things are designed to part me from my cash. I could technically get everything (non-cosmetic) from gameplay, so why purchase anything? Or, you know, bide my time until the next double/triple Station Cash sale at least.
But… you guys have no idea how much fun I’ve been having with, say, that underbarrel grenade launcher. Or rocket pods on the jets. At what point does it become silly to intentionally have less fun for a long duration for a reward at the end, versus spending that same amount of time having fun with the reward?
Actually, the former sounds like… erhm… daily quests.
By the way, this means, to date, I have spent ~$85 (x3 SC cards, 3 month sub) on a F2P game. Mission fucking Accomplished, SOE.
The Number of Subs Goes Up and Down, Up and Down
As MMO-Champion reports, WoW had “more than 9.6 million” subscribers as of December 31st, 2012. This is down at least 400k from what Blizzard reported at the end of Q3 2012. I’m not particularly interested in spin or theories of causes, because as we all know, these sort of losses are rarely attributable to any one thing.
I do find it useful though, to keep the following in mind: the subscriber count was 9.1 million back in August of 2012, pre-pandas. If this is what decline and a descent into irrelevance looks like, then we’re in for a pretty soft landing.
Wrong Choices
Ghostcrawler tweeted the sort of thing I’m sure sends “real” MMO players into howling fits:
“No,actually,there is not a wrong choice.Wether we(players) buy new items OR upgrade old ones should be our decision,not DEV’s.”
Giving players the ability to make choices with wrong answers doesn’t make players happy overall. (Source)
Choices having bad consequences is the best (only?) way to make a decision matter, as the argument goes. However, this quote got me thinking: do such players actually enjoy being able to make the wrong choice, or is it simply that the bad choice existing (which they did not pick) validates their good decision? Or put another way, who really likes making bad decisions?
I understand that the demonstration of skill necessitates there being wrong choices. Demonstrating skill, or improvement thereof, is fun. At the same time, the Mass Effect series (for example) was fun to play even though there weren’t any “wrong choices” (provided you weren’t specifically looking for X result).
There is only ever one correct answer to the questions of “which does the most DPS” or “what is the most efficient use of resources.” Ergo, is there actually any real decision to be made when one is correct and the other(s) not? I suppose the fun is supposed to be the result of figuring out which one is which, but that sort of clashes with the mockery and disdain frequently attributed to those who don’t look up the correct decision from the Wiki/EJ. Compare that to the question of “which transmog set is the best?”
I do not believe that there has to be a wrong choice in order for choices to be meaningful generally. We make identity choices every day – what type of person do I want to be, what do I believe in? – and I do not think that anyone would suggest that those choices are either irrelevant or have wrong answers (well… no one with any sort of self-reflection). And while I am willing to concede gameplay being under the (broad) umbrella of choice, e.g. one makes a wrong choice by pressing 11342 instead of 11324, I consider there to be a distinction between executing a rotation under pressure versus avoiding falling into a designer trap. One has its place as a legitimate test of skill, and the other is simply you winning via a few mouse clicks several months ago.
Valor Getting Converted to Justice
Mystery solved.
Valor -> Justice
All Valor is converted to Justice
Justice -> Gold
Justice above the 4000 cap is converted to gold at a rate of 47 silver per point
So let’s say the realms go down for the 5.2 patch and you have 450 Valor and 3800 Justice. Because of the 4000 Justice cap, you’d log back in after the patch is released with 0 Valor, 4000 Justice, and be 117 gold and 50 silver richer after the conversion.
With 5.2 we won’t be changing current Valor items to cost Justice, but they will be much cheaper (discounts from 50-75% off their current costs). You’ll need to acquire Valor after the patch is released to buy pieces for their discounted rate, or to buy the new 5.2 Valor items, but we’re also introducing new items to spend your Justice on, including heirlooms and Pet Battle stones. (source)
In retrospect, it’s pretty obvious that this is what they would be doing – this exact thing happened every patch in Cataclysm – but the “triple-gate” of 5.2 Valor items being locked behind new reputation vendors and the old items still being bought with (50-75%) less Valor was throwing me for a loop. And I like how Blizzard’s Justice Point consolation note says “new items like heirlooms and Pet Battle stones” instead of something useful, like I dunno, maybe all the shit they rolled out in Cataclysm, e.g. herbs, orbs, trade goods? I would love to see Chaos Orbs and Spirits of Harmony on the vendors for ~1500 JP or whatever.






Questionable Space Battles
Feb 27
Posted by Azuriel
Sometimes I find myself inexplicably drawn to building spaceships and watching them explode. With Steam having a 75% sale on the Gratuitous Space Battles DLC this past weekend, it seemed as good a time as any to try and get that fix.
The problem is that I am having a hard time convincing myself that the game isn’t complete bullshit.
You can read my original review here, but suffice it to say, GSB is essentially a game about building spaceships and nothing else. I think one of the DLCs or patches gave you the ability to change orders mid-battle at the cost of high score tracking or whatever, but under normal circumstances you design ships, give general orders, and let’em go. I mentioned in the review that I quickly came across a strategy that essentially wins 100% of the time – basically missile spam with occasional target painter that makes missile 100% accurate – but it seems clear to me now that it has been nerfed to oblivion. Anti-missile tech existed in the vanilla game already, e.g. guidance scramblers and Point Defense batteries, although it seems much, much stronger than it ever was so many months ago.
It is fine having counters to things, whatever. When I was looking at alternatives to missile spam though, I kept running into problems with the ship building aspects. As you might imagine in these sort of games, you have to juggle each component’s energy usage, crew requirements, weight, and so on. Except… all roads lead to the same max-level components and heavy mixing of weapons. It feels… banal. If I want an all-beam ship, let me build an all-beam ship without gimping on shields or armor. The weakness of specialization is supposed to be being vulnerable to counters, not it being nigh-impossible to actually specialize.
Or maybe I’m just all sour grapes because this happened:
Was totally wiped out, killing zero enemy ships. They all had ~20% HP or less.
I will continue plugging along with Gratuitous Space Battles for a while longer, but in the meantime, if you have any suggestions for spaceship designing/battle games, let me know in the comments below. I was obsessed with an ancient game called Stars! back in the day, and spent 40+ hours most recently on Space, Pirates and Zombies; dunno if FTL really counts, but I spent a lot of time with that one too. It can be a 4-X game, it can be FPS, it can be whatever it is, as long as it has a ship-designing component. And, preferably, no bullshit.
It just can’t be EVE. I have little interest in experimenting resulting in the destruction of weeks of game time.
Posted in Commentary
5 Comments
Tags: 4-X, Bullshit, EVE, FPS, FTL, Gratutious Space Battles, Missiles, Sci-Fi, Ship Building, SPAZ