Category Archives: Impressions
Cardboard Throne
Much as with the base game before it, I believe I’m done with Beyond Earth for now.
This is not to suggest that I believe Beyond Earth to be a bad Civ game. There are quite a few issues – some imbalances, some questionable design philosophies, etc – as pointed out in various Reddit threads dedicated to the game. However, it absolutely captures that whole addictive “I pressed End Turn for six hours in a row” part of the Civ experience. Even now, I’m getting the urge to boot it back up.
What is stopping me is the realization that what I like about the game and what the game actually does are two separate things.
My favorite part of a Civ match is the beginning, when your strategy is largely formless, reactive, as you cast your eyes about an unknown and hostile world. “Okay, let’s scout out that island.” “Ooo, a city here would capture three strategic resources!” This feeling lasts maybe the first 100 turns, beyond which everything becomes a formality, a known, an inevitability. Yes, perhaps disaster strikes, perhaps you lose a city, perhaps an enemy Civ suddenly wins with a surprise victory condition. Nevertheless, you still know what you have to or should be doing at that point – it all just becomes the mechanical action of carrying it out.
All for what? The personal satisfaction of grinding the patience of a machine to dust? If Firaxis changed the Retire button to a No Longer Delay the Inevitable button, I would win the same amount of times with at least some in-game acknowledgment of the hours poured into the equivalent of a roguelike. Do I really need to conquer those last two capitals before the game is officially over? The game was arguably decided hours ago when I stopped exploring and building cities.
This sort of reminds me of when I used to be really into RTS games like Command & Conquer and Starcraft, up until I understood the concept of Actions Per Minute. Suddenly, the game I was hitherto playing was no longer. I could not unlearn how horribly inefficient my “build six Protoss Carriers” strategies were, nor how much better I could have been playing. The three aspects of gameplay were (still) entertaining – building bases, ordering units around, micromanaging one unit’s abilities specifically – but I both understood that I was incapable of engaging in more than one of them at a time, and not particularly motivated to try to get better. If you had time to turtle up to spam endgame units, you probably had time to win much earlier. Which means I was doing… what, exactly?
There is nothing necessarily wrong with enjoying a game outside of its intended purpose, but if the box brings more joy to the cat than the toy it contained, maybe you should just have bought a box instead. Or go find a better toy.
Like I said though, if Civ and Beyond Earth is your type of game, more power to you. I used to think it was mine. But now that I see myself sitting upon a virtual throne of cardboard boxes, I am not quite sure what to think. Other than maybe I should go play something else.
Impression: Shadow Kings: Dark Ages
So, Shadow Kings: Dark Ages is a F2P browser-based game (there is also a mobile version) from Goodgamestudios that bills itself on being an MMO. I suppose that definition could work if we assume that games like Clash of Clans and Castle Clash and so on are MMOs as well. One thing that Shadow Kings does have over the others is a sort of world map which determines who you can attack rather than it being a random match-up.
One thing that is conspicuously and absurdly missing compared to other such titles however is, you know, combat. No, seriously, there is a planning stage for combat – allowing you to assign attackers and siege equipment to the left, center, or right flanks – but all actual combat is handled instantaneously off-screen in a generic battle report. You can use your mages for espionage or sabotage, split your forces to attack a city from three angles, give your troops ladders and battering rams, and the result is… this:
Without an actual visual combat system in place, all of the traditional trappings of this genre of game are exposed in sharp relief. For example, there is a city-building aspect to the game where you need to balance wood, rock, and food production to keep keep the war machine moving. But since you never actually see your city being attacked, the placement of buildings within the city is entirely irrelevant. Which means enemy city layout is irrelevant. Which makes the various troop compositions you can recruit largely irrelevant. Which leads you to question what the game bit is even supposed to be.
Near as I can tell, Shadow Kings is Progress Quest with a snappy app interface and copious amounts of in-game purchases to speed things up. There is a quest system to sort of guide your various actions, but it does not take too long to start running into build times measuring in the hours. Building takes time. Upgrading takes time. Recruiting troops takes time, sending them out to attack something takes time, combat is instant and off-screen, and then there is the return trip home.
In additional to the RMT Gems, Gold is another resource that is only generated when you “collect taxes.” You do so by picking a time interval from the given list, and then clicking on the Collect Taxes button at the end of the timer; leave it inactive too long and you will lose an escalating percentage of the amount you would have gained. In a bizarre (or dare I say novel) twist, you actually get rewarded more the shorter the timer happens to be. For example, right now I can collect 5g after 3 minutes. Or 15g at 15 minutes. Or 20g at 30 minutes. Obviously that is to encourage you to stay logged on to secure these funds, but that sort of runs counter to the entire rest of the game in which you are better off queuing a bunch of actions and either Alt-Tabbing to do something else or simply closing the Tab altogether.
It should also be noted that 5 hours is the longest time interval that you can collect taxes… for free. Picking 8.5, 12, or 24 hours as intervals to collect taxes actually costs Gems, with the latter being the equivalent of about $0.35 (assuming none of the frequently advertised Gem sales).
I remain completely and utterly amazed that a team of game designers could construct what could otherwise be a competitor for Clash of Clans/Castle Clash minus the one prevailing, absolutely critical component of player agency: combat. Arguably, there is really no game here. It is a creature of meat and bone with no internal organs. I am trying to imagine a company in which the art, music, and UI teams all finish their work (and it’s pretty good work) while the team in charge of the gameplay walked off the job. Even if it were something simple like watching your little dwarves wail on the walls for a few minutes, I feel like that might have been enough; I mean, beyond troop placement at the start of a battle, you don’t have any control over your dudes in Clash of Clans either. But with combat missing, there is really no context in which to place all the timers you end up having to wait (or pay) to wind down.
So… err… yeah. That’s Shadow Kings: Dark Ages in a nutshell.
Arkham Horror
I have played two games of Arkham Horror in the past few days, and the experience has been interesting.
The first thing I learned was, yes, “Arkham” is a Lovecraftian reference that Batman utilized for Arkham Asylum. The second thing I learned is that the game is definitely in the Axis & Allies level of board game setup. Well, maybe not that long, but it still requires a dozen or so stacks of cards and such.
I do like how physical the game feels. For example, each character gets X number of dollars, and said money is represented by little rectangular pieces. Characters have their own sort of character “sheet,” but they also have cardboard character pieces that are placed on the board standing up; monsters have the same sort of thing.
The gameplay flow is… kind weird. The premise of the game is to basically close gates (to other dimensions) before the Eldar God wakes up. Alternatively, you can try and shoot the Eldar God in the face, generally with predictable results. Having played twice and looked through the various cards/abilities, I was struck with a sense that the game is remarkably balanced – nearly every system in the game has an “Eldar God wakes up” failsafe built in. On the other hand, the second game I played ended up with the Big Bad waking up on like turn 6. We actually ended up beating said god through unique circumstances – the Lurker Beyond the Threshold and a crowbar/carbine combo was da real MVP – but it was a close thing, with 2 of the 4 characters being devoured.
As I was saying though, the gameplay decisions end up being a bit weird. Outside of a few character abilities there are very few ways of regenerating health and sanity. The success system is basically rolling 5-6 on a standard six-sided die, so the odds are generally that each encounter with leave you bleeding a bit. This means that most characters can’t undergo more than two encounters before having to make pit stops in either the hospital or Asylum to recharge, and since closing gates requires you to get hit with special “other world” encounters (which can be anything, but could be nasty monsters), most of the time it feels like there is never enough time to do anything.
Which is a good thing, I suppose, when you are trying to simulate the urgency of people running around stopping an Eldar God from awakening. Still, I kinda felt like that it put an absurd dependence on A) the characters you picked to play as at the beginning (we did a shuffle, deal 3, pick 1 deal), and B) what random items you were dealt. Everyone have a weapon? Awesome. Everyone get some bullshit tomes? Welp, maybe it’s worth starting over.
Beyond all that, I can see it being a good game to play with a group of friends, if you all have 2-4 hours to kill. One of the best aspects of the game is that it is entirely cooperative, which I think is fairly unique in terms of board games. Getting straight-up devoured isn’t even Game Over either, as there are rules for you grabbing a new Investigator to play as, assuming the game isn’t over via Eldar God thrashing yet. There are numerous expansions to the game, including literal expansions to the game board, so between that and the games themselves not lasting long (in terms of not using all the card text) the sense of the unknown is preserved pretty well.
On a final note, this is absolutely one of those games that I feel could be 100% digitized with little lost. I mean, I supposed by definition most board games could be digitized with little lost, but at least here with Arkham Horror there isn’t much interaction with the vast majority of the cards in a vast majority of the decks, such that a computer spitting out outcomes wouldn’t remove much of anything. And even if everything but direct player interaction was removed, the game itself would still take an hour or two.
So… yeah. Arkham Horror. Played it in Japan, and now I might see if there are any open spots at GenCon.
Wildstar: The First 4 Days
I am likely playing Wildstar all wrong.
Basically, none of my characters are above level 8. I started off playing a Medic, which has been pretty fun. Once I hit a certain point in leveling though, I started asking questions in the /Advice channel – pretty brilliant of Carbine to include that by default, by the way – and realized that I should probably come to some sort of decision on a Main. Would it be Medic? What about all the other classes I hadn’t tried out?
Let me state for the record that stopping your progress in newbie zones to reroll five other classes through the same sort of newbie zones is both very logical and a very dumb way to play. But since I did, I may as well go over how I felt about things.
Medic seems pretty powerful. Unlike most classes, they start with their resource system at full power, which lets you front-load a lot of damage into mobs. Also unlike a lot of classes, their “finisher” has no cooldown, so if you 1-2 shot the mob you attack, you can almost instantly transition into the next mob in the same fashion (the resource bar regenerates quickly outside of combat). Also, Science.
In comparison, playing a Warrior felt terrible. The filler attack was weak, and their multi-tap finisher has an 8-second cooldown. So while most classes press 1-1-2-2 to kill mobs at this level, the Warrior enforces an 8-second cooldown between mobs. None of the abilities that come later seemed all that exciting, which is a problem considering that you’re stuck using the early abilities for most (if not all) of your gameplay to cap.
I’m pretty sure the Engineer is broke, or at least was in the area that I was leveling. In principal, having bots out is cool. Not getting any feeling that the bots are contributing damage is less cool. Pets in MMOs generally fall into either Overpowered or Useless categories depending on their AI and pathing, and my impression is that Engineer pets are the latter. Considering that the Bruiser Bot and Missile Bot count as Abilities, having two of your early abilities feel useless is not encouraging.
Esper was somewhat of a surprise to me, in that I anticipated it being unfun when the opposite is true. In a game of constant mobility, what sense does it make to have your #1 filler attack require standing still? Then look at the level 4 ability, which is instant-cast but does nothing until 4.4 seconds later. Nevertheless, it feels kinda fun to be able to set up a lot of damage on mobs that lands all at once. I’ll likely have less fun in PvP and in situations where I can’t wind-up attacks though.
The Stalker is toned down from the closed beta, but in principal and effect still feels a tad overpowered. Stealth has no cooldown outside of combat, your #2 attack is basically Ambush, Energy regens quickly outside of combat, so you can start every encounter with a huge burst of damage like the Medic. Plus, Stealth is always fun for bypassing mobs/players. If you go the Stalker route though, be sure to check out each race’s Stealth animation. The female Mordesh animation, for example, is grandma power-walking; meanwhile, the female Aurin is Naruto/ninja running.
Finally, the Spellslinger shot up in fun-levels once I figured out “the trick.” Basically, your “cooldown” ability is Spell Surge, which gives your abilities extra power for as long as you have Focus (or whatever). However, Spell Surge is actually a buff that lasts until you completely empty your Focus bar, and Focus regens (somewhat slowly) outside of combat. So, under normal circumstances, fighting mobs goes: 2, wait 5 seconds to charge, fire, 1-1-1-1. With Spell Surge up though, your 2 ability charges in 1.4 seconds and one-shots mobs if it crits. Even when it doesn’t, most encounters end with 2, wait 1.4 seconds, 1-maybe 1 again. Mobs die so fast that it starts getting annoying waiting for 2 to come off cooldown (10 seconds) before one-shotting the next, but I just unlocked another cooldown button that essentially one-shots mobs too, allowing me to alternate.
Now, obviously, these impressions of the classes could not be representative of their final forms, so to speak. If someone was describing the level 8 paladin experience in WoW as indicative of endgame, I would… hmm, bad example. Level 8 Elemental shaman… err. You get what I mean. Some classes don’t “click” until a key ability is unlocked, and other classes that start out as overpowered can fall out of favor once mob Time-To-Kill increases past a certain threshold. Medic, for example, will likely get annoying if two front-loaded #2 abilities aren’t enough to burst something down. Or maybe it won’t, because Science.
I would be interested in hearing the experience other people had with the Warrior. Was there a level or ability where it became fun? Maybe I was missing something like with the Spellslinger.
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I want to take a minute to talk about the Paths. Thus far, I have a hard time justifying anything other than Scientist. I mean, the Settler buff stations are really good – 50% run speed outside of combat is tough to beat – but I’m not sure how you compete with the endgame utility to summon group members or summon portals to capitals. Explorer abilities are almost a joke, and Soldier will entirely depend on what exactly a “Weapon Locker” does and/or what “Bail Out!” even means.

I eventually analyzed the blue crystals at the left to get a jump buff to reach the hidden stash. Scientist FTW.
Of course, you can pick a Path depending on the type of side-quests you enjoy too. If you don’t particularly care though, I have found Scientist to be the best: not only do you get easy tasks, you unlock special areas that no other Path has access to, e.g. bypass doors, unlock jumping buffs to reach secret stashes, etc. Sure, Explorer gets exclusive jumping puzzles, but those are less obvious than the locked Scientist doors in the course of normal gameplay.
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I was asked by another ex-WoW friend if Wildstar was worth purchasing. Not at full MSRP… but $48 at GMG? Probably. I am having enough fun at these low levels that I’m certain I’ll play and hit the cap even if my other friends abandon the game tomorrow. Will I enjoy the hardcore dungeons and hardcore raids? Unlikely. The concept of Challenges in busy zones is a huge design oversight that doesn’t exactly engender faith in social aspect of the game; you need to make friends to do endgame stuff, but the rest of the game causes you to hate other people. I do not anticipate 40m raiding to survive the year.

Which is worse: empty TP roll vendoring for 75s, or thinking it’s worth WAY more than that as decor?
Overall though? Not bad. I’ll be interested in seeing if I can pay for my next month via CREDD.
Wildstar: the First 4 Hours
Okay, let’s get started.
This screen was a bit disconcerting considering I hadn’t even made a character yet. As it turns out, it was defaulting to the beta server which… still exists? Weird.
I have mentioned it before, but I have a huge issue with character creation in any game. Namely, analysis paralysis:
Analysis paralysis or paralysis of analysis is an anti-pattern, the state of over-analyzing (or over-thinking) a situation so that a decision or action is never taken, in effect paralyzing the outcome. A decision can be treated as over-complicated, with too many detailed options, so that a choice is never made, rather than try something and change if a major problem arises. A person might be seeking the optimal or “perfect” solution upfront, and fear making any decision which could lead to erroneous results, when on the way to a better solution.
Pretty much the only reason I purchased Wildstar and am playing in the Head-Start is because I have some friends who have decided that it was a good idea to get back together. Which is great… but these are largely the same people (with two big exceptions) who quit WoW a few expansions ago, quit GW2 within the first two weeks, and otherwise jump from game to game. In other words, there be issues.
In fact, there were some issues right from the start: one of the friends is gung-ho for PvP servers and already rolled on Warbringer as Dominion, then tagged us all in a Facebook post to let us know. There’s little doubt that if I went with him, most everyone else would follow. So, do I try and keep everyone together? Or do I herd as many friends as possible to a PvE server where the likely 1-month survivors will have more fun? Once that (easy) decision was made, I had to, you know, pick a PvE server. Obviously the Full ones were out, but should I go High or Medium? What is the server known for? And what kind of question is that, on Day 1 of the Head-Start?
Ultimately, I defaulted to Exile on Evindra, simply because I saw a few other bloggers mention it.
While this over-analysis might seem strange, from my perspective few people realize how absurdly critical realm selection is. Had I not picked the Recommended server on Auchindoun-US back in the day, my six-year relationship with these people would have never existed. Hell, I resisted getting a mic for almost all of TBC precisely because I did not want to grow attached to people I would never meet but nevertheless feel an obligation towards. Now? We’re sharing hotel rooms at GenCon.
Maybe I would have met a different set of friends on a different server, and I’d be talking about them. Maybe I would have met no one and quit the game years ago. I’m aware that realm selection was just one step on a sequence of causality leading up to the Scarlet Monastery run that led them to inviting me to Invictus. But, dammit, this right here is where you start collapsing the waveform.
Realm decided, I was immediately presented further dilemmas:
Just kidding. That’s an easy decision.
So, as of right now, I’m (steam)rolling around as an Exile Medic named Azuriel. The class is pretty fun thus far, which is quite a relief as it was one I did not have any beta experience with. Mobile and hard-hitting Science? Yes, please.
I’m still interested in Engineer assuming that the DPS/fun issues I had in beta are addressed, and I have yet to try Warrior or Esper. I’m weary about being rooted to the ground for my primary attack with some of these classes, but at the same time you unlock alternate filler attacks later, so… it’s tough.
Two other items of note:
First, in perhaps the most comical bug fail I’ve ever seen, clicking the Report as Spammer button on any of the numerous gold sellers in chat results in an instant Crash-2-Desktop. The spam cleared up by itself once out of the starter zones, but I’m still laughing at the implicit message being sent.
Next, the opposite scenario of a full designer win:
I am a little hesitant to declare total victory, but preliminary reports indicate Skill Trainers have been consigned to garbage bin of bad game design where they belong.
Checkmate, atheists.
Dungeon Keeper App: A Study in Bad Game Design
Your first thought might be: “Obviously!”
No, not obviously. When the Dungeon Keeper (DK) app first came out, the entirety of the criticism revolved around EA and the bastardization of a beloved (?) franchise into a time-n-money sink exploitative F2P game. Here is the thing few people might know: DK is perhaps the best entry into this sub-genre. This might sound a little be like being called “the best STD,” but the game itself is surprisingly good.
At least, it was good.
What made DK good (and still does) is the fostering of creativity and depth through constraint. As you might already know, DK is a downtime management game – you spend more time not doing things than actually doing them. The basic principal is to construct a dungeon filled with traps to safeguard your own stockpile of resources while raiding the dungeons of others. Everything takes time to complete: summoning minions, constructing traps, upgrading traps, excavating rock tiles to make room for traps, and so on. On release, the excavation was particularly lampooned in that the map was filled with tiles that took 4 hours and 24 hours apiece to dig out. Or, you know, you could spend Gems (an RMT currency) to dig them instantly.
Here’s the thing though: being time-locked forced you to construct novel dungeon designs with whatever you had available. Since everyone starts on the same map, we could imagine there being X variations of the perfect defensive layout had all the squares been filled with soft dirt (takes 3 seconds to dig). Instead, we have X * Y variations because different people are at different levels of excavation; some concentrate on digging out all the 4-hour tiles instead of the 24-hour ones, some are the opposite, and still others concentrate all their time on upgrading traps instead of excavation. Creativity through constraint. Yes, technically this also enables the designers to wheedle in-app purchases out of you. But! It’s a compelling gameplay mechanic nonetheless.
Before I move on, I also want to mention that the other end of the creativity came from watching the replays of your own dungeon getting sacked. Given how attacking players can use magic to bomb open your walls or remotely disable your traps, sometimes it feels like there is nothing you can do to stop attacks. But what you can do is make your dungeon punishing. Magic regenerates very slowly, such that a player looking for enough resources to purchase an upgrade are unlikely to blow their entire load just to sack your one dungeon when they could split it up inbetween juicier, less-defended targets. It is a particularly novel delight watching a replay of someone throwing 2+ hours of congealed time at your defenses and see them go home with nothing. It’s part of the reason why I have played DK for so long.
The problem(s) with DK really came with their Update #2 several weeks ago. There are other fundamental problems, but I’ll get to that in a bit. In short, Update #2 destroyed the in-game economy.
Prior to Update #2, you unlocked bomb-proof walls as you upgraded various rooms and the Dungeon Heart. The number of such walls you could place were extremely limited, so you really had to think about the best location to place them. Did you want to protect a particular room? Force minions down a particular corridor? Or did you want to prevent people from digging a tunnel from the South part of the map? What the Mythic devs decided was to up-end the entire mechanic: instead of bomb-proof, they made walls upgradable. Instead of 20 bomb-proof walls at the end, you could have 100 not-bomb-proof walls that could sustain various amounts of magic damage depending on level.
For example, my current Bomb Wall spell deals 500 damage in a 3×3 square. A level 1 wall has 300 HP, and each level beyond that increases wall HP by +150. It costs 10k Stone to place a level 1 wall, 30k to upgrade to 2, 60k to 3, 120k for 4, and so on. As you might imagine, this whole “wall update” introduced a Stone sink on a massive scale. The game already had sinks of sorts – my current rooms now cost 2 million Stone apiece to upgrade – but I can imagine there may have been a need at the higher end. Or, perhaps more cynically, the devs wanted the DK Premium “subscription” (+40% resource gains from raiding) to be more appealing.
The Stone sink though has set off a cascade of fail throughout the game. The amount of resources that can be stolen from your dungeon is 30% of your stockpile (up to a maximum determined by your Dungeon heart level) + 10% of your unclaimed resources from quarries/mines around the map. Although there was always an incentive to “hide” your Stone in upgrading traps and such, there simply weren’t all that many locations; you can only have X number of Fire Traps and doors and such. Update #2 introduced 100 more to the pile, e.g. walls, and made it a high priority to upgrade them, e.g. to help prevent more Stone from being stolen via Bomb Wall spells. But since all the high-level players are now Stone deficient, the only people who have Stone laying around are… low-level players.
So the current “metagame” in DK is sandbagging, which means intentionally lowering your Trophy score (i.e. ELO) to get matched against noobs who either don’t know what they’re doing or have already abandoned the game and are simply letting their resources rot. Since they are low-level, it’s easier to steal their resources with your high-level minions given how their traps/layouts aren’t difficult. Since it’s not difficult to invade, you can send in less advanced troops that have quicker build times (e.g. 40-second Trolls instead of 20-minute Ghosts). Since you have quicker build times, you can raid more often and likely not need to use magic at all. Since you’re raiding more often, you are in-game for longer, which prevents your rapidly accumulating Stone reserves from being vulnerable to theft. And because of all of this, you are more likely to hit whatever Stone target you were going for and then spend said Stone, putting you back down to near-zero and safe to log off.
The Mythic devs have responded on the forums that Update #3 will fix all of this and punish the sandbaggers, but the preview we have gotten is woefully naive. Their “solution” is the introduction of PvP tiers of sorts based on ELO. The higher the tier, the more bonus Stone you receive for a win. At my hypothetical tier, I could see an additional… 35k Stone. For fighting someone tooth and nail as advanced as myself. Who isn’t likely to have 35k Stone laying around to begin with. Compare that to someone at a lower ELO would could easily have 200k sitting around just waiting to be stolen.
Needless to say, this is bad game design. It is not bad simply because I dislike it; it is bad because it will not accomplish what it set out to do, or worse, have the opposite outcome.
I am not especially surprised at this non-solution, as the devs have yet to address a similarly counter-intuitive decision vis-a-vis intentionally not opening mines/quarries. There are 8 mines along the outside of the map, and unlocking them means getting free resources each time you click them; at the highest levels, you can get 200k+ Stone every 32 hours or whatever. However, enemy Keepers use these same mines as spawn points. Thus, the more mines you open, the more vulnerable your dungeon. The less mines you open, the less vulnerable your dungeon (just stuff all your warehouses in the corner), the easier it is to keep resources you steal from others, and the better off you are in general. Also? You can’t close mines you have opened. Basically, if you’re like me and open all the mines, you’re just screwed, permanently.
There is a similarly counter-intuitive punishment mechanic in upgrading your Dungeon Heart. You gain access to more traps and rooms by upgrading the Heart, but each level increases the maximum amount of resources that can be stolen from you. Thus, the only sane strategy is to make the Heart the last possible thing to upgrade. If you upgrade early, whoops, permanently screwed with hardmode.
My solutions to these issues? Well, first, I’d levy a 20k (or 20%) penalty to resource gains for each mine you do not unlock, down to some minimum – if your raid would have resulted in 100k Stone, you actually only get 60k if you have three mines unopened. Considering how the only players worth attacking are those with 100k+ Stone up for grabs, this would hopefully encourage people to open their mines, making more targets available. On a related note, the second change is one’s ELO score should be commensurate with the amount of Stone that can be stolen, not Dungeon Heart rank. Thus, the sandbaggers can get “easy” Stone, but significantly less such that they might have been better going after equally-skilled players.
Third, mine/quarry resource gains should double, minimum. Fourth, flip the numbers: 30% of unclaimed Stone is vulnerable and only 10% of one’s stockpile, not vice versa. This encourages more periodic log-ins during the day and makes people feel safer in saving up their Stone rather than immediately sinking it into walls. There is nothing more demoralizing than logging on and seeing someone having stolen 100k Stone, knowing that you would have been better off upgrading a door or whatever.
This may seem like a lot of words to devote to an evil, bastardized mobile app, but… I think you’d be surprised. I have long since deleted Castle Clash and feel like another game in this sub-genre would have to get a lot of things right to surpass Dungeon Keeper in terms of fun and strategery. Is it annoying waiting all the time? Sure. Then again, a 4-hour excavation only takes 2 hours if you slap your imps, and thus each time I boot the game up during my breaks at work there is something new to do. I spent two hours (!!) “playing” last night (in 6-minute increments) trying to scrape up 500k Stone to hit 2 million without risking getting bled dry overnight. The app definitely has an expiration date at some point – the thought of trying to get 6 million Stone for an 8-day upgrade is just obscene – but the same could be said about a lot of games.
So, yeah. Dungeon Keeper. Didn’t see that coming, did you?
TitanSide PlanetFall
After gorging myself on Titanfall for the past few days, I just wanted to re-affirm my impressions from earlier.
Essentially, Titanfall is the quintessential wirehead game: an absolute orgy of sensory experiences surrounding a hungry engine of time destruction. Respawns take less than five seconds. Time-to-Kill is better measured in mouse clicks. The game is so frantic and fast-paced that the 90 seconds inbetween matches feels like an eternity. This is the sort of game where nobody would have time to type “GOGOGO” if there were even a chat interface in-game, which there isn’t. There’s one in the lobby, but it’s sole function seems to be pre-game prognosticating (“Lame, they have two G6 players. GG”) and post-game trash talking/ragequits. There is also voice chat, but it too seems superfluous – what sort of coordination is possible or even necessary when your foes could be cloaked and across the map in 15 seconds or less?
I have never owned a Call of Duty or Medal of Honor game, so this could all be old news for some of you. I cut my teeth on Counter-Strike and Halo and Battlefield 2 which, at least back in the day, seemed to take a bit longer.
What is somewhat sad is my motivation for playing the game. Essentially, I’m playing it as a PlanetSide 2 substitute. They aren’t really comparable games at all, but sometimes you just want to shoot people in the face, sci-fi style. PlanetSide 2 was failing on the “people to shoot” front, and there is every indication that it’s eternal beta is catching up with it. Specifically, either it’s hemorrhaging players or hemorrhaging paying customers (or both). Anything less than a 24v24 hex is a waste of time, and even the few freebie kills from the spawn room of hopeless defenses is losing its luster.
And by the way, can I just reiterate how asinine faction-specific game experiences can be? I chose VS more than a year ago and have almost all of my unlocks and such spent on that character. There is not a single moment in which I have not regret that choice. I have infinite more fun on my TR and NC alts based solely on their faction-specific missile launchers. Infinite! About the only redeeming factor for VS is the Lasher (which is garbage 98% of the time) and the fact that the Scythe fighter jet thing doesn’t have bars across the cockpit windows. That’s it. A single TR or NC dude with a rocket launcher is a threat; a single VS dude with a missile launcher is a threat 10 minutes from now.
I brought up the Titanfall vs PlanetSide 2 comparison for another reason: I’m realizing the inherent imbalance of level-based unlocks. In Ps2, you are given a menu to select upgrades from. In Titanfall, you unlock things at certain levels, or occasionally based on achievements. I recently unlocked Satchel charges, for example, and it is better than grenades by a factor of a little over 9000. Most upgrades are technically sidegrades-with-downsides, but usually you’ll find that you can more than compensate for the trade-off. What you can’t really compensate for is that your guns or whatever can/will be weaker than those who played longer.
In any case, the one thing Titanfall absolutely must fix (and soon) is it’s utterly repulsive and/or non-existent matchmaking system. There is a “beta” version out there for Attrition and Hardpoint modes, but I cannot begin to imagine what that is supposed to mean in any context. Is it really that difficult to not have matches like this:
Those special symbols are sorta like the Mass Effect 3 multiplayer tags, e.g. it denotes a player who hit level 50 and reset their progress to level 1. After “Generation 2” it also requires you to earn 4-5 special achievements in order to unlock the, ahem, next generation. It’s not fucking titan science to, you know, spread those guys around. Hell, I don’t even care if the G5 player is a skill-less noob somehow (pretty difficult to imagine), it’s just goddamn demoralizing heading into a 6v6 match of any kind looking down that sort of barrel. Give us the G5 and G2 and let them keep the G4 and G3. Bam! Balance! What’s worse is that you’re stuck in the same lobby of people from match to match unless you specifically leave, which tends to cement the winning teams harder and harder.
Anyway: Titanfall. Shooty-shooty, explosions, instant-kill jump kicks, wall-running. I spacebar through the 5-second kill cams so I can perma-sprint into the adrenalin high faster.
Beta Impressions: Hawken
In an effort to both delay poor decision-making and assuage the pain of not having purchased Titanfall for $48 via GMG, I decided to download and play Hawken this weekend. Apparently the game is still in open beta (since December 2012), even though I could have sworn it had been released already, but whatever.
Hawken is a F2P F2Download FPS mech PvP game. Considering it too has a 6v6 player limit, there are a lot of amusing parallels to Titanfall, actually. The mech combat feels legitimately like you are inside a mech – it takes time to get momentum going when moving, your turning speed is slow, and so on. That being said, your maneuverability is actually pretty good with the assistance of thrusters, allowing you limited ability to fly through the air, do quick dodges, and do a 180-spin. Some mechs have larger (regenerating) fuel reserves than others, and there are lighter mechs that can perform all sorts of mid-air acrobatics.
The shooting feels pretty good and the TTK (Time To Kill) seems reasonable; you frequently have enough time to register you are taking damage and get to cover without dropping past 50%. All mechs can repair themselves, but it leaves you insanely vulnerable for up to 10+ seconds, the first few of which do not repair you at all. There are a few other ways to get some repair action going (defeated mechs drop health orb things), but I actually like how “sticky” damage ends up being; the prevalence of cover-based firing plus regenerating HP in FPS games has led to an over-reliance of ultra-short TTK, in my opinion. In other words, in Hawken you can dance around cover taking potshots at enemies, but eventually you’ll have to give them the opportunity to rush your position.
Out of the very few games modes Hawken has, the most unique is probably Siege. Basically, each side attempts to gather power resources from either power stations or stealing it from downed mechs, and then deposit it back at their base. Once enough has been gathered, a capital ship appears and starts slowly flying towards the enemy base. At this point, the main goal is “capping” the AA turret in the middle of the map, as it will quickly destroy an opposing ship. If the ship gets within range of the enemy base, it will start damaging it, and your side wins when the base HP goes to zero. If both sides summon a capital ship, they will duke it out in the skies above.
Most interestingly though, your own mechs can fire at the capital ship and deal damage. There are exposed turrets that can be destroyed to significantly reduce the offensive power of a ship, and with enough time even a single mech can whittle the rest of the ship’s hull down with concentrated fire at the engines. All of which introduce neat little dilemmas throughout the battle: do you focus on gaining power, or slowing the enemy’s power gains? Do you bunker down on the AA and hope someone else on your team caps power? Do you assault the AA or do you spend time shooting the capital ships from the ground?
Having said all that, the main concern with these sorts of game are the progression/reward system. And it’s here that I feel Hawken flounders a bit.
Pretty much every single thing is an unlock you purchase with Hawken Credits (HC) or with the RMT Meteor Credits (MC). While you start off with a rather large sum of HC, each subsequent battle adds maybe +250 HC at the top end. Sometimes you get as little as 70 HC. Other mech chassis start at 3800 HC and go up to 12,000+ HC. While it is tempting to not spend any HC until you hit that first tier of new mechs, you forgo equipable items and passive abilities (costing anywhere from 300 to 3500 HC apiece) in the process, making you that much weaker for longer. And by the way, each equipment unlock is specific for that mech. Spend 3k MC on regenerating armor on one mech, and you’ll have to spend another 3k to unlock the same item elsewhere.
Is there any P2W? Strictly speaking: no. However, Hawken absolutely features strictly-better upgrades and arguably strictly-better mech types such that you can easily get creamed by more advanced players (who might have spent money to get there). At the most basic level, for example, items have one charge per respawn; their Mk III versions allows three charges per respawn. Thus, even though we might be able to say that grenades or EMP blasts or whatever is balanced, having access to them as essentially a spammable ability (cooldown aside) is not at all balanced in comparison to someone with just a single charge.
Overall, the game is decent enough for a 3.5gb F2Download title. There aren’t a whole lot of maps (7-8ish) or game modes (5) or even opponents (6v6), but the action nevertheless feels quick, responsive, and generally cool as a mech pilot blowing shit up. Hell, each mech’s ability to hover and dodge and boost forward almost made it feel like Titanfall for like a whole second there. Not the fairest of comparisons, of course, but there it is.
Beta Impressions: Wildstar, Part 2
After having spent some additional time with Wildstar, my impression has soured rather significantly.
I touched on it before, but I really need to reiterate how bad Carbine is screwing up questing. We have known since 2012 that they decided on Twitter-length quest text “because nobody reads it anyway,” but this rather disturbingly flippant attitude results in perhaps the most banal leveling process I have experienced in an MMO. It is one thing to reduce all quests down to kill X mobs or click on Y things, but it’s another thing entirely to not even bother papering over the activities with clever writing. I read quest text because it is the only real difference between MMO A and MMO B, in terms of doing things. With Wildstar, I was about 15 quests in before realizing I was wasting my time reading even their Twitter quests.
“Good job. Do this over there now!” Okay… where is “there?” What am I accomplishing? Ultimately, the truncated dialog doesn’t even matter because it’s faster to just click on the Quest Laundry List to get a directional arrow and rangefinder to tell you exactly where to go. And once you arrive, click on the shiny things, tunnel vision down the Challenge, and follow the next arrow somewhere else. At a certain point, I have to wonder if Wildstar could have pulled off an MMO without NPCs or dialog at all. By the end of the beta, I was barely even looking at the environment.
By the way, the Path system isn’t going to save anything. I tried the Scientist (click on these things with actual lore attached to them), the Settler (click on these things), and Explorer (jumping puzzles + uncover the map) without any real sense about why Carbine decided to compartmentalize the few quests that aren’t bag-n-tag. Maybe they get amazing later, but the only real thing that set them apart from one another are the special abilities that you unlock at the end. The Scientist, for example, can summon party members to his/her location and eventually create portals to the Capital City. Explorers get to triple jump on a 30-min cooldown and the equivalent of the WoW Monk ability Transcendence. Settlers are probably the best in that they create buff stations (that last 60 seconds…) that can grant 30-min buffs like +50% run-speed, bonus XP, and can eventually drop vendors (and I think bank bots, I don’t remember).
Combat-wise, it was not until I read someone describing combat as staring at blue and red circles on the floor that I realized, yes, that is entirely accurate. My initial positive combat experience also seemed to have been colored by a relatively powerful, EZ-mode-esque Stalker class. I tried out the Spellslinger and was shocked to discover that being rooted to the ground for some abilities is a thing. Don’t get me wrong, I’m fine with the idea generally, but it feels particularly incongruent with Wildstar’s “action move move move huzzah!” zeitgeist. Playing the Engineer sort of cemented the experience that, yes, combat is not nearly as crisp or impactful as I felt on the Stalker. And that there are some serious concerns about the long-term viability of ranged classes.
By the way, take a look at some Warplot PvP:
Supposedly, group content is not quite as much of a visual disaster (you only see the green zones from other players). But hey, who actually knows what will happen in 40m exclusive raids, with attunements no less. A pretty bold plan to double-down on vanilla WoW mechanics in the same year that Blizzard thinks downsizing to 20m raids is more viable with their 7 million subscribers.
And, really, that combination of factors took Wildstar from Hype Train to trainwreck in my eyes. If your endgame is “40m raiding or die,” if your PvP is an epileptic seizure waiting to happen, and if your leveling game is a plotless point-n-click adventure, then… what’s left to justify $60 and a subscription? Player housing? Hoverboards? To an extent, I recognize that it’s a bit harsh to make judgment calls about an MMO based upon the sub-level 20 experience, but… well, should we really be giving games such a free pass anyway? Not at full MSRP, that’s for goddamn sure.
Of course, sometimes these decisions get made for you. Four members of my ex-WoW crew are playing Day 1. If you order it via GMG, you get 20% off. There’s no way the game is worth full MSRP… but how about $48? Ughhhh. Well. I have at least until Monday to make my decision (assuming GMG’s latest 20% coupon doesn’t come back in time), whatever that ends up being.
































