Category Archives: Impressions

The Final GW2 Beta Weekend Impressions

I have had words regarding Guild Wars 2 previously. Based on my experiences mere minutes ago, I am almost ready to recant all of them.

Err… the bad words, that is.

As way of preface, since the Sylvari and Asura were available for the first (and last) time, I decided to forgo retesting that Thief nonsense in Queensdale and focus on the new races. The following points/impressions are in the order that I experienced them, with the ones that inspired my opening lines coming at the end.

Point 14: Sylvari are People Too!

For being walking sentient plant gonads (look it up), the Sylvari speak and threaten like typical meatbags:

Plant tongues? Couldn’t it just… you know… grow back?

That was not even the most interesting bit of shrubbery dialog. This was:

Cue angry conservatives.

I was not even out of the tutorial yet and already I am being told two dude plants love each other. Not that there is anything wrong with that, of course.

Nevertheless, presenting a gay relationship right at the beginning struck me as an unexpectedly bold move on ArenaNet’s part. Every single person that rolls a Sylvari character is going to be seeing this (if they are paying attention), as opposed to hiding it in random NPC dialog.

Then again… is it really all that bold? Sylvari are plant people modeled as pseudo-elves; male elves in videogames are traditionally metrosexual at a minimum. If ArenaNet was really bold, they would have transplanted (har har) this situation over in the human section. But, as far as steps go, this one ain’t a bad first one.

Point 15: Visuals, Jumping Puzzles, and View Points

As far as zone visuals are concerned, the Sylvari thus far take the vegan cake. Alternatively, ArenaNet may have boosted the graphical optimization several notches with this build. Either way, I always have respect for artists who are capable of taking the cliche – plant people living in a giant tree – and still making everything interesting to look at. Remember when you strolled into Northrend during Wrath of the Lich King in WoW, expecting every zone to be snow, snow, and more snow… and being more than a little pleasantly surprised? There is more than enough stereotypical plants to go around here in Sylvariville, but their configuration remains fairly fresh.

A dastardly one at that.

Speaking of jumping puzzles, I am not sure if they are brand new to this build or not, but… there are jumping puzzles now. Hard ones. The one in the screenshot above took probably ~20 minutes to complete (I’m a pro) and even awarded an achievement for making it onto the cliff over on the left. To be honest, I thought the whole thing was a part of the Skill Challenge – the actual challenge was, no joke, clicking on an item in your inventory you got from clicking the bush at the bottom – so I was a little disappointed after the fact.

In any case, another new addition are Kodak Moments View Points: map icons hidden in relatively hard-to-reach locations that start Assassin Creed-esque flybys. Sometimes literally:

Will this be filed under “Homage” or “Parody”?

To be honest, View Points are kinda pointless insofar as they do not reveal anything of note, but I suppose they incentivize climbing on top of things. If you are into that sort of thing. Actually, I do have one minor gripe with that…

Point 16: You Fall Too Fast!

I noticed the instant-terminal-velocity way back in the first minutes of the first beta, but until View Points and Jumping Puzzles were introduced I never had a reason to gain unsafe amounts of altitude. Falling anywhere in Guild Wars 2 feels like you are falling into a black hole. Know how characters sometimes feel “floaty” in MMOs? Imagine the opposite of that. It’s jarring. It may be a minor point, but I was tired of not talking about it like nobody noticed.

Point 17: Necromancers are Boring

While on the character creation screen for Sylvari, one class choice was immediately obvious: Necromancer. Or, well, Engineer might have worked too. If you pick anything else you are squandering the opportunity denied to Draenei Warlocks and Undead Paladins everywhere. Fight the power!

While I breezed through questing as a Necromancer (*cough* ranged are OP *cough*), I never really liked any of my base skills. Sure, it was fun being able to run around with a Blood Fiend, two Bone Minions, and a Shadow creature all by level 10, but everything else felt… meh. Death Shroud as my F1 ability was incredibly disappointing; I do more damage normally, and if it exists solely as a defensive move, well, that still sucks. Overall, the class just seems too damn meta. Dispel buffs, steal buffs, corrupt buffs, use abilities that give yourself debuffs so presumably you can spread them around later… yeah.

Okay, ArenaNet, you have the convoluted PvP interactions down. Now what is a Necromancer supposed to do while questing? Auto-attack + press 2 every 8-12 seconds? Yawn.

Point 18: Elementalists are the Most Fun I Have Had in an Action RPG

In blinding contrast to Necromancers, I feel I need to repeat myself for emphasis: Elementalists are the most fun I have had in an Action RPG. Guild Wars 2 is not strictly an action RPG, of course, but it goddamn turns into one when you roll an Elementalist.

Green check-marks indicate fun abilities.

Necromancer was Press 1 (auto-attack) + Press 2 every ~10 seconds while your pets unfailingly tanked mobs.

Double-dagger Elementalist? Your auto-attack shoots three flame arrows in a spread pattern. Right off the bat you grok the strategic possibilities: the closer you get, the more likely your target will get hit by multiple arrows, increasing the deeps. But maybe you hang back and let your arrows hit the crowd… oh hell, naw! Get in there, boyz! Button number 2 is a channeled dragon breath you can use while moving. Button number 3 is one of my favorite in the bunch: it is a charging jump attack that leaves a trail of fire on the ground while you blow the area up when you land. Nothing says badass pyromancer like one jumping at your face with an explosion. Follow that up with button number 4, which is an AoE fireblast that leaves a ring of fire on the ground that burns enemies who step through it. Flame Wreath this, beotch! Finally, button number 5 is another cone-shaped attack that simply deals extra damage to Burning enemies, such as those who took damage from button(s) 2, 3, and/or 4.

All of that is just double-daggers under the Fire sign. Pressing F2 at any time brings up the Water sign, whose auto-attack is spinning icy hula-hoop of death¹ which passes through all enemies in a line and debuffs with stacking Vulnerability before boomeranging back and hitting them a second time. F3 is the Air sign which, admittedly, is pretty lame aside from the 1,200-ranged charge attack called Ride the Goddamn Lightning. Finally, F4 busts out the Earth sign, with all its fairly Necromacer-ish short-ranged-but-powerful Bleed attacks.

Again, all of that was with the same weapon loadout. Most classes in GW2 have 5 abilities per weapon combo, changing only two per offhand switch. The Elementalist gets six (6) no matter what you switch around. I did not make it to level 10 to check, but presumably I could go from double-dagger to scepter-focus and get 20 different abilities to play around with each time I press the ` button. Other classes may get a similar number of abilities overall (since the Elementalist cannot wield as many different weapon types), but none of them have as much access to these abilities at any time. We are talking about 10 vs 40 here. It’s ridiculous. And even if there is some kind of Elementalist-only weapon-swap limitation, it’s still 10 vs 20.

If it was not obvious by now, check your pulse I had a ton of fun playing the Elementalist. At the same time, the Elementalist is so clearly some designer’s pet project it is not funny… and that worries me. Nothing comes close to this class’s complexity, and I have to wonder at what (eventual) cost. Thieves can press F1 to Shadowstep and get “stolen” one-time-use abilities, Warriors press F1 when their Rage Adrenaline meter fills up, and so on and so forth. Are Elementalists going to be balanced around correct usage of 20+ abilities? Or will they simply be OP as they stab you in the face with their explodey burning rings of fire?

I have already heard grumblings vis-a-vis Elementalists dying practically instantly in PvP, so maybe this issue “fixes” itself. I hope not. I want an Elementalist main and to run some BGs.

Point 19: Asura Females (Can) Straddle the Line between Cute and Uncomfortably Cute

If you were originally put off by the Asura concept art (like I was), feel free to give it a spin:

Wha… no! The pink one-piece swimsuit makes it worse!

If you liked the original concept art look, or are afraid of what your probation officer would say if he walked in while you were playing, ArenaNet still has your back:

Morgan County Parole Board and Mordor Approved.

Luckily for everyone, Asura act more like Goblins/Gnomes from WoW rather than Elin from TERA. And they go back to looking like the cute, cocky nephews and nieces of Yoda from Episode 2 in the main world:

Muuuuuch better.

My Asura was the Elementalist, by the way, so that Episode 2 reference was especially apt.

Point 20: It Will be an Interesting Ride, One Way or the Other

Lest I be confused for someone with boundless optimism in the integrity of the human race, I still have major concerns regarding damn near everything I said previously under the Guild Wars 2 Category tag. Things like unbalanced melee, bad pacing when it comes to Personal Stories/questing in general (the Sylvari starting zone was smooth as butter, but I still had to grind mobs in the Asura zone twice), how Thief, Guardian, and Necromancer gameplay feels pretty bad, suspicions regarding the cash shop and how it affects future game design, and so on and so forth.

In fact, regarding the latter, I was reading a comment to this post over at Keen & Graev’s mentioning being an altaholic. Uh… not unless you pay $10 per slot beyond five. Five slots, eight professions, you do the math. And it is not as though you can roll on another sever either – “guest” anytime anywhere, but it will always be a pain in the ass if your friends rolled elsewhere unless there is an “auto-guest on X server upon login” option. Maybe an extra $15 here and there is nothing as long as it doesn’t happen faster than once a month. But for me, there is no such thing as a friendly, on-your-side cash shop.

Anyway, that is that, my friends. I might have some leftover screenshots, but they will definitely have to wait until next time.

¹ Don’t tell me you never gave a hula-hoop a reverse spin before tossing it down the driveway.

The Guild Wars 2 Preview for the Rest of Us

With all the bourgeois previews (mostly) behind us, it is time for the Everyman take on the Guild Wars 2 beta.

I was going to split this post up and sell them to you across three different days, but you know what? I think you can handle it. So buckle up, girl scouts, and get ready to earn your Too Long; Read It Anyway merit badges.

Point 0: Selling Games is Hard

I decided to prepurchase the preorder by prepaying on Friday, which admittedly was cutting it close given that’s when the beta weekend began. Credit card in hand, I zipped over to the ArenaNet site and witnessed the impossible: the Guild Wars 2 Digital Edition was sold out.

Yes, an infinitely reproducible digital good was sold out.

Please take... my... money?

Now, obviously, the actual digital data being infinitely reproducible is not the underlying issue; it probably has to do with a concern for beta server populations. As Blizzard can recently attest, the status quo is apparently being shocked that anyone, let alone millions of people, are willing to pay money to be in betas. Perhaps we should take this as a good sign.

I bring this up though, because A) I found it amusing at the time, and B) I simply went off to Gamestop.com and bought the digital edition there. I tried Amazon first, but apparently Amazon, bless their hearts, don’t recognize “prepurchases” wherein you buy products that don’t formally exist yet… and run-of-the-mill preorders don’t come with beta access.

In a way though, I am kinda glad that I bought from Gamestop. Not only was I supporting a retailer who is in open defiance of the increasingly anti-consumer game industry – a retailer, mind you, that was merely selling beta codes and not any actual product (the client was downloaded on ArenaNet’s bandwidth dime) – but ArenaNet also lost whatever X% retailer cut Gamestop takes out. Now that’s a marketing screw-up with teeth.

It’s 2012. Buying games shouldn’t be this hard.

Point 1: PvE is SWTOR meets Warhammer meets Rift

Disclaimer: I haven’t actually played Rift. Also, I don’t care what MMO did what first.

I played up to level 12 as a human Guardian (e.g. paladin), level 8 Norn Ranger (e.g. hunter), level 6 human Thief (e.g. rogue), and level 4 Charr Warrior (e.g. PvP god-mode). If you are like me, none of that probably means anything to you, but I am including it for reference purposes. The important thing is that I spent the bulk of my playtime as a weak-ass melee paladin, which is triply redundant for reasons that will become obvious shortly.

Click the map below for a larger version:

"Dynamic" is a marketing buzzword, like webinar and synergy, that needs to die.

You have probably heard a lot about “dynamic questing” and “revolutionizing the quest experience.” If that sort of thing is in Guild Wars 2 (or the beta), I did not see it.

What happens is you have a main storyline quest that puts you into your own instance ala SWTOR. Each step of said quest greatly outpaces your own level, which forces you out into the world to level up. The general idea is to open your map, go towards the empty heart icons which are “quest hubs” of sorts, and hope you kill enough stuff or encounter enough dynamic events to level you up enough to tackle the other empty hearts. Generally speaking, I was NOT able to complete every hub and dynamic event I came across AND still have achieved the appropriate level to move onward. That is to say, I did everything I could see to do, and I was still 1-2 levels below what the game recommended I should be at to continue the story quests.

Redoing dynamic events or straight-up grinding mobs was certainly possible, but considering this is a game that sells +50% XP potions in a cash shop, I would start getting worried.

A few months ago, WildStar put out a Dev Diary in which they explained how they took the traditional quest log text and pared it down to a Twitter length of < 140 characters. This was derided at the time by Syp at Biobreak as “dumbing down” quests. Guild Wars 2 beats WildStar to the punch by having no quest text at all. The “dynamism” of GW2 questing is that you never have to talk to NPCs: simply walk in their vicinity, glance at the upper right corner to see what they want you to do, and then do one or all of those tasks. Dynamic Events are the same: get notification, head towards orange circle, do multi-part Public Quest.

The first real human quest hub, for example, is at a farm. Once you get close enough, the quest tracker indicates you can water plants, feed cows, or kick in wurm holes. You can talk to an NPC for additional explanation – perhaps explaining the mechanics of watering plants – but it isn’t necessary. Each performance of any of those activities increases a completion meter, which means if you were bored enough, you could complete the whole thing by watering corn. Or if you wanted all combat, just kick in the wurm holes. Every 10 minutes a “dynamic” event of bandits attacking said farm will begin, which is separate from the quest hub itself. On one character, the bandits started setting fire to the bales of hay at the farm, which may have been some indication that an earlier stage of the Event failed, I dunno.

There is (voiced) text in the story quests, but everywhere else reading is at least implicitly discouraged. It got to the point where I loathed to even read what they wanted me to do in the quest tracker – with all this crazy activity happening around me, I felt out of place standing slack-jawed in a field, staring into the upper-right corner of the screen. “Reading? How quaint.” And I am a reading guy!

By the way, allow me to confirm the total marginalization of grouping. Essentially, the only reason why you would need to group in a specific party is for chat purposes and possibly to see each other on the minimap. Otherwise, there is no kill stealing, there is no loot ninjaing, and everyone gets shared credit for everything provided you tag the mob too. Remember the Firelands daily quests wherein a warlock could drop one debuff on everything and get shared credit, compared to melee classes that were largely screwed? Same deal here, same weaknesses.

If you are wondering how Dynamic Events scale with (increased) player participation, the answer is “Badly.” As the number of players increase, the number of mobs ramps up and so do their level. The farm I talked about earlier has a recommended level of 2; with about a dozen level 2 players nearby, we were besieged by LEVEL 5 BANDITS, all of whom had ranged attacks. Needless to say, playing a melee class that requires placing runes on the ground for enemies to stand on was a recipe for disaster (and instant death).

Point 2: Combat System

Speaking of disasters, had I not played a rogue on Sunday, I would have written off all melee classes in Guild Wars 2 PvE. You might want to anyway, just to be on the safe side.

It is not so much that soloing was impossible, it is the simple fact that melee have zero advantages compared to ranged, and every possible disadvantage. Dodging wasn’t necessary for the mobs I encountered in the world, but any time I was in a juiced-up dynamic event, the sheer press of ridiculous damage either killed me instantly or had me frantically trying to kite while ranged players merrily AoEd everything down. Some mobs’ “Dodge this!” cues are more obvious than others, but as anyone with a functioning brain stem can imagine, melee classes have less time to react to them assuming they even notice the animation at all amongst the sparkles and general fisticuffs.

I did happen to face one level 11 elite mini-boss as part of some event with some other players nearby. By that point, I had actually discovered a reasonable weapon setup on the Guardian, and the whole experience might be transferable to dungeons.

Ring around the rosy.

Basically, while six ranged players were dealing damage (and running away when the boss randomly started heading their way), myself and another melee were trying to snare the boss without getting instantly killed by it’s melee. With a Greatsword equipped, I would do a charge/leap attack that Blinded the boss (next attack has 100% miss chance), maybe place a rune down if he didn’t immediately turn around, and then run away. Next was ranged AoE snare via the Greatsword, and right before the snare wears off, pressing the button again causes all those snared to be pulled towards me, AoE Death Grip style. Then running away. I then swapped to my scepter + shield, giving me access to a ranged root and some weak ranged auto-attacks. The shield unlocks a channeled ability which knocks back all hostiles in a dome around me, which I used at one point when a ranged player was trying to rez the other melee before the boss finished him off.

If all that sounded cool, well, it kinda was at the time.

Then I rolled a ranger, and had four or five different snares/roots by level 8. My base auto-attack as a brand new level 1 character was chucking an axe which ricochets off up to five enemies. In short, I could have done anything my Guardian did and more (i.e. actually dealing damage to the boss) with a class that has it easier anyway. ArenaNet apparently took the page (it’s only one page long, after all) from Blizzard’s Cataclysm raid design book in which melee can be replaced by ranged with no downsides. At least there’s no trinity, amirite?

Other than that? Combat in general feels about 85% of WoW, on a visceral level. As means of comparison, I would judge Aion’s beta combat at 50% and Warhammer’s beta (PvE) combat at 60%.

Point 3: Dungeons

Couldn’t test any, given the first dungeon is at level 30.

And, no, ArenaNet will not be having any lower-level dungeons than that.

Point 4: “Battlegrounds”

Whoo, boy.

When you zone into the Mists –  a sort of PvP lobby that includes training dummies, vendors, bank access, various tutorial NPCs, and so on – you are auto-leveled to 80, all abilities/traits are unlocked, and you given a full set of PvP gear. You can purchase additional weapons and gems for free, if you want to try different set ups.

It is, in a word, overwhelming. And you can do it from level 1.

The Guardian *does* have some vaguely interesting area-denial abilities.

Joining a BG requires talking to an NPC and then choosing a specific server to join, which is decidedly retro. Once inside, you will play one of the two (2) BGs they have available until you forcibly leave; in other words, there is not a “leave BG” button at the end of the match. The two (2) BGs they have are both 8v8 Conquest-style maps with three capturable nodes and a different pair of gimmicks. One gimmick is the existence of two mini-boss NPCs which you can kill for a boost of 50 points and a team-wide, 30-second buff. The other map’s gimmick are the trebuchets, which allows you to deal ~50% of a player’s lifebar in damage if you hit them. It would probably be pretty powerful if you coordinated said attack with your team, but you always have the option of destroying the enemy’s trebuchets if you want to deny them the opportunity (and it can be rebuilt later too).

Commenting on PvP combat itself is probably useless, considering how important class balance is in informing the overall tone. However, I have some pretty foolproof (BG-specific) observations thus far.

  1. Don’t play Guardian. Paladins suck, as a general rule.
  2. Warriors are PvP gods. Again, as a general rule.
  3. Expect to be eternally snared, rooted, and otherwise CC’d. For example, Warriors have 2-3 gap closers, 7-second snares (most others are ~3 seconds), and stuns/knockdowns/roots. You can and will be killed in a CC-chain if two people are involved, or down to 25% HP if just the warrior.
  4. Classes won’t be balanced around 1v1, so burst DPS classes (warriors, rogues) will rule most BGs. Remember, it’s only 8v8.
  5. Classes won’t be balanced period, given skill ceilings. That is to say, if Move X is absurdly powerful, expect people to say “Dodge it, noob.” Or imply that you should have chosen a different weapon/skill loadout that “counters” it, with your psychic powers.

Some of that is facetious, some is inevitable.

The other interesting thing is… well, that’s it. You can earn Glory Points (aka Honor) for winning or leading the boards in some category, but I did not get the impression that the Glory rewards are stronger items, just cosmetic ones. For as lopsided and “unfair” that WoW BGs can get with the gear differences, I have always enjoyed having a purpose to play in addition to whatever fun is involved – losing stung less knowing I was still (slowly) crawling towards a new upgrade, and winning felt Double Fine (so to speak).

So, we’ll see how long people can enjoy playing two maps with just one game type with no overt rewards.

Point 5: WvWvWvWvWvWbbbbbbfffftttp

Most everything you need to know about WvW can be summed up in this picture:

Yo dawg, I heard you like "world" in your world pvp, so...

Without anything to enhance your movement speed, it takes 2:25 (two minutes, twenty-five seconds) to run from the starting waypoint to the center of the middle keep. If the keep isn’t “contested,” a second waypoint will be available there if you own the structure, but from what I experienced, a single squad of three dudes is enough to disable the whole thing.

Personally, I don’t know why people enjoy this type of gameplay.

Don’t get me wrong, it’s tons of fun shooting people with cannons or arrows from the tops of walls. But the sort of knock on the keep gates, push enemies back, then… kill the big NPC boss? I mean, everyone’s favorite map in WoW is Isle of Conquest, right? And then all the crazy stupid amounts of FPS-crushing AoE? And how it is both easy to instantly die and impossible to remove the enemy from the field? Sign me up.

To explain what I mean with that last bit, you are probably aware of ArenaNet’s “revolutionary” take on death mechanics. Once you hit zero HP, you go to a downed state wherein you actually gain half your HP back but only have 4 abilities. If you manage to damage an enemy that dies, you rally, and self-rez. If everyone leaves you alone, you can press 4 to self-heal until you self-rez. A cannon can drop you in 2 hits without heals, but it takes 3-4 to “kill” a downed enemy. Enemies can “finish you off” by pressing the Interact button near your body, forcing you out of the downed state and into actual death.

But here is the thing: as long as you don’t release, you can always be revived.

So in the WvW battles I was involved in, there was a “natural” sort of pressing the attack, and then falling back to regroup. Each time though, the dead would patiently lay there, dead, gambling that the front would move back their way in the time it would take to release and run back. And they’re right, it’s typically a shorter to wait. What this also means is that a wiped attack can spontaneously regenerate if one (1) dude makes it to the field and starts rezzing people when no one’s looking. Which is great if it’s your group that died, and it is frustrating beyond measure when an outpost you successfully defended for over an hour falls in the two minutes it took to walk somewhere else looking for things to do.

All that being said, what WILL be fun about WvW is if you have a group of guildies running around with voice-chat. A small, coordinated group of 7-8 people can cause a LOT of havoc away from the zerged zones, perhaps behind enemy lines even. You may not be able to hold anything, but it will at least force the enemy to muster a task force to retake their own structures.

By yourself, though? Boring as hell. Unless you happen to be in a cannon with the enemy at the gates.

I could do this for hours. And did.

Final note: you are leveled to 80 while in WvW, but you only get the equipment and skills you zoned in with (there are vendors and banks inside though). This wasn’t a problem in the beta, of course, but I can imagine WvW being next to impossible against any group of actual level-capped players (and their level 80 gear). I suppose you could be on Supply duty – run to set of boxes, click, run back to structure that needs repaired, click, repeat – or even potentially manning the cannons, but it seems bizarre to make such a point about leveling someone to 80 only to make gear matter.

Conclusion

I might have some more to say about the other systems inside the game (crafting, etc), but that will have to wait.

Rather than suggest it’s worth $60 right now, let me just say I am not unhappy with my prepaid preorder prepurchase, at this time. Of course, it is “worth it” in the sense that there is no subscription fee, and thus I am grading it against (potential) hours of amusement per dollar, rather than any sort of long-term MMO rubric. In some respects though, I don’t feel comfortable judging the game right now either way, simply because I have seen less than half the classes, and none beyond level 12 (of 80, PvP doesn’t count). I somehow muscled through the low-level paladin experience in TBC for Christ’s sake, and no one would posit the 1-84 gameplay as being indicative of anything in comparison to endgame WoW, right?

So, I remain fairly ambivalent, albeit looking forward to the next beta weekend.

Rethinking Diablo’s Day 1 Purchase

[Edit: Impressions below were highly colored by my incorrect assumptions about D3’s talent system. See comments or my follow-up post for more info.]

Looking back, I am not sure exactly what I expected when it came to the Diablo 3 beta.

All I know is that this wasn’t it.

Am I blinking through tears of nostalgia, or is shit really this blurry?

Let me give a quick preface here. Over the course of this weekend, I defeated the Skeleton King (e.g. beat the beta) as a Witch Doctor, Monk, Wizard (co-op), and Barbarian; I only got the Demon Hunter to level 7 before I could not stomach it (both the class and beta) any more. I have played both the original Diablo and Diablo 2 several times, racking up probably around 300+ hours in the latter. I have played and beaten Torchlight, even though I hated its loot system with a passion. Basically, I enjoy hack-n-slash action RPGs as much as the next person.

I was completely underwhelmed by the Diablo 3 beta.

It is difficult for me to enunciate precisely why. Was I expecting too much? Do rose-colored glasses only work in one direction? Have I “grown out” of this particular sub-genre? It is tough to say. Although these specific issues did jump out at me in the ~10 hours of beta gameplay:

Issue 1: Pointless Weapons

After you hit level 2, the type of weapon you choose to equip is 100% irrelevant (with the very glaring exception of Demon Hunters). And I do not mean in a “daggers strike faster than swords but both amount to similar DPS” sort of way. I mean that in a “you will never attack with your weapon again” sort of way.

My Witch Doctor started with a dagger, got a mace, and then a bow, but my left-click was always a blow dart and my right-click an AoE snare. There is never even an option to attack with the pointy or blunt object you are going to be very visually carrying around for the next hundred hours. If the weapon has a higher DPS, you equip it, no questions asked.

You could replace your generic attack button in Diablo 2 with a spell, of course. The trivializing of weapons in Diablo 3 though, is a sign of a deeper, systemic design shift. It reduces the weapon slot to just another generic item slot – reduction to a “stat stick” – and homogenizes all weapon drops into simply “can equip” and “can’t equip” categories. Should I dual-wield or carry around a 2H sword? It is an utterly meaningless distinction in Diablo 3; if weapon speed does impact ability use in some way, perhaps making it hit faster, it does so in a completely oblique fashion.

For me, this also led to a visual dissonance that I was not quite able to shake. Seeing a Barbarian Cleave with a dagger simply looks dumb. Likewise for a monk running around with two glowing swords infused with holy power… that teleport to her back/hips each time an ability fires. And when I see a Wizard running around with a completely non-magical 2H broadsword simply because it somehow makes Magic Missile hit harder than a magic wand…

Oh. Carry on, then.

…nevermind, that looks pretty badass, actually.

Issue 2: “Talents”

I take back every nice thing I said about Diablo 3’s talent system.

In my defense, the last word I had heard was that unlocked abilities were going to go into a “pool,” from which you could select any combination to fit in your available slots. That sounded amazing, nuanced, hitting all the right customization buttons without falling into any design traps. What we got instead is the goddamn Fischer-Price of talent systems, which somehow manages to suck all the fun out of selecting abilities and laughs, laughs, at those wanting to plan ahead.

Essentially, you have six buttons: 1-4 and left/right-click. Your left-click is always going to be one of a handful of abilities. Now, there is “customization” in selecting Runes, which are like the sprinkles that go on your vanilla ice cream cone: they either straight-up buff the given ability or change its nature in subtle or overt ways. But as I was unlocking these abilities and Runes, I always stopped, switched to the new skill for a few mobs, and made a determination of which one I liked better. And then I ceased ever caring about the choice.

To be clear, I don’t like talent trees either. Maybe if I had access to more abilities and Runes the choices would feel more meaningful. Maybe if I encountered more varied enemies/encounters it would cause me to rethink my ability load-outs. But then again… this is a Diablo game. The life expectancy of any individual mob is 0.2 seconds, so in a very real way which ability you are spam-clicking is completely irrelevant.

I dunno, it simply feels weird to look at a class like the Witch Doctor and think, “I’m never going to use Corpse Spiders as my left-click ability,” and then realize six ability unlocks are totally useless for you. I am (probably) always going to pick Zombie Dogs as my Defensive Ability, which similarly collapses 15 squares on that “600+ points of customization!” matrix.

Issue 3: “Baby WoW”

As I was playing co-op with an ex-WoW friend, he uttered “baby WoW” as the description of what these sort of games made him feel like he was playing. And you know what? I’m starting to feel the same. That is kind of the whole schtick of hack-n-slash, of course, the mowing down of corridors of mobs while you mop up the loot debris field in the wake of your passing. It is also tough to criticize spam-clicking in a world of rote ability rotations and the common “strategy” you develop for the execution of the average MMO mob.

At the same time, while I was going through Diablo 3 I could not help but feel somewhat patronized. This Skinner Box lever is completely unadorned. Of course, if you prefer yours fast and loose, then get ready to go to town; I may just turn in for the night instead, if its all the same to you.

Ultimately though, I did have some level of fun with the beta. Co-op was pretty slick with there being zero interruption when people slide in and slide out. Classes like the Monk and Wizard were genuinely fun to play. While I thought the graphics were completely underwhelming (to the point of being ass-ugly) in the first zone, the actual dungeon looked remarkably better. The physics in the game were amusing enough to keep the illusion of dynamic battles for the most part.

Bust out those 3D glasses.

The answer to the $64,000 $60 question though – is Diablo 3 still a Day 1 purchase? – is a lot more fuzzy than it was before this weekend. If I did not personally know a few people who are still getting this Day 1, people I would like to play co-op with eventually, I’d be inclined to wait a few months for the first price drop. I suppose I still have three weeks or so to mull it over.

Chances are I’m going to need all three of those weeks to decide.

Ye Olde Republica

After spending roughly 15-20 hours with the Star Wars beta this weekend, I am telling my financial advisers to upgrade The Old Republic from “junk status” to “maybe after the first few patches.” There have no doubt been hundreds of beta impressions out there, so allow me to skip the foreplay and write the impression that I wanted to read on Friday.

Actually, let’s have some foreplay first, so we all start on the same “lights on or off” page.

Preface: Lights On

I am not that much of a Star Wars “fan.” I very much enjoy the setting and general zeitgeist, but I feel its true conflict and drama potential is irreparably crippled by the inane, one-dimensional Good vs Evil aspects of the mythology. As someone commented in SWTOR General Chat on Saturday, “Jedi strive to be as Data in all things.” Perhaps the monastic order bit makes Jedi less of the Lawful Good cliche hero, but in many ways this is worse because they do not go far enough. Going all dojo as the only means of controlling an inherently corrupting Force… now that would interesting. What is orders of magnitude less interesting are do-gooders who strive to have no relationship with any they save, and otherwise go out of their way to be as forgettable as possible. Makes for some compelling stories, let me tell you. Oh wait, you probably already know since none of the movies involved Jedi actually behaving Jedi-ish.

The above is important to know precisely because, having played KOTOR previously, I believed the talent at Bioware was criminally underutilized in making yet another Star Wars game. I was more than fine with having “good or evil” consequences for certain dialog options, but when “good” is being defined so… brainlessly, it snaps my suspension of disbelief. And on this front, I want to report two things: A) the Light side is indeed being as inanely adjudicated as ever, and B) Bioware is doing the best they can anyway.

For example (I wouldn’t consider these spoilers, but whatever):

In #5, refusing to have sex with the guy gives you Dark Side points. No, seriously.

I numbered those pictures so I could provide additional context into how monstrously dumb they are, but you know what? They speak for themselves. Well, except for #5, which still boggles my mind. In what universe does it make sense for an Imperial Agent to get Light Side points for sleeping with a guy threatening to blow her cover? And to get Dark Side points for refusing?! Now, I did [Flirt] with the guy a few times, but does that somehow justify what would amount to rape in several States (since coercion was involved)? And keep in mind that this is the same game where Jedi kissing is the inevitable path to the Dark Side.

Clearly the Light Side is in favor of prostitution and no-strings-attached casual sex.

In which case… Light Side it is.

Jedi Knight, Level 7.

This is probably everyone’s default choice, so I figured it would be as good a place as any. I did not get a chance to play every class’s starting area, but out of the ones I did, this one was the absolute worst. I almost uninstalled by the time level 5 rolled around.

It has been said by others before, but you never quite realize how unbelievably polished and solid WoW’s combat system feels until you try other games. I played in both Warhammer Online’s and Aion’s beta, and all of them (SWTOR included) feel ever so slightly off. This game is a lot closer than the others however. Indeed, by the end of my total experience I could probably accept this sort of combat as a new Normal.

There is no auto-attack, and you don’t miss it. As a melee, the time inbetween the 1.5 second GCD is filled with parries and sparks and other exciting things. Some people have pooh-poohed the fact that you will be taking point-blank blaster fire and lightsaber hits until your HP reaches zero, as if 30 years of RPGs with exactly the same goddamn thing never happened. In fact, I remember whacking on a droid in KOTOR for 5 solid minutes, because my dual-bladed lightsaber had trouble with his 20/– DR.

Combat is exciting as a Jedi Knight, and in general, for several reasons. One, you get Force Leap early, which means you are constantly flying towards mobs ala warriors in WoW. Two, and in somewhat of an innovation on the MMO formula, mobs actually hang out in logical groups, typically in 3s and 4s. Since you get cool AoE moves early as well, my Jedi was flying into groups of Flesh Raiders, stunning the weak ones with a spin attack, using a reactive off-the-GCD move when I parried something, and then working a rotation otherwise. Not as solid as WoW, but close. Then again, Force Leap (aka Charge) does actually work off/up ledges, across obstacles, and otherwise doesn’t fail because a pebble or twig was in the way.

Storywise though, I am not a fan of the Jedi Knight. No hooks to keep me interested, no interesting choices; basically a snooze-fest.

Sith Inquisitor, level 11

Now here we go. Beginning area is basically cut & paste from the Korriban area of KOTOR, including plumbing the depths of the tombs. I wouldn’t be surprised if the layouts are the exact same. Story is a lot more interesting, good dialog choices, nice conflict options. The Inquisitor plays a lot like an old-school Shadow priest, what with the 10-yard channeled snare spell and such. It felt nice shooting Lightning, but I cannot help but wonder how fun it will be doing it ad infinitum. The last two levels before I got my tank companion were brutal though, like playing a mage without Frost Nova.

One thing I haven’t mentioned is that each class has a channeled ability to recharge health/mana (etc). Jedi Knight has Introspection or whatever, while the Inquisitor has Seethe. Seethe. You literally pace with your hands behind your back, back and forth, as darkness falls around you. Way better than pushing a stein with a bread roll stuff in the top through your face ala WoW.

Also, there was a section where I could use a knockback to knock mobs off the ledge and into the abyss. They died, and I got full XP.

Trooper, level 10

This was the class experience that immediately gripped me by the balls, and threatened to never let go. You barely have time for 2-3 dialog choices before your ship gets blown up, and you stumble out into a heavy fighting zone with blasters and explosions going off every which way. My two buttons at level 1 is a stream of blaster rifle fire (i.e. Strike in WoW) and a Concussive Grenade (i.e. lol level 1); both are instant-cast, and the latter knocks mobs every which way. I’m running around, helping people under fire, getting additional objectives in the field, and suddenly realize… I want this as a game. Not as an MMO, but as a game.

True, some of the Light/Dark side choices break the immersion (recovering stolen medicine for hurt soldiers = Dark, giving medicine to the thieves = Light), but there is a lot of drama potential here. Plot hooks are planted, primed, and fired. And as a Trooper, I feel a lot more freedom to make decisions the way I would want them to be made. Hey, the ends sometimes justify the means, know what I’m saying?

Also, I feel kinda bad for having the prior impression that the Trooper was going to be like those faceless Rebel mooks in the dumb helmets from the original trilogy. I sometimes wonder if Bioware spent a lot more developer resources making them extra badass to dispel that very notion. You’ve seen the cinematic, right? When a trooper tries to take out a Sith with a goddamn knife? That’s how badass playing a Trooper feels like.

Imperial Agent, level 5

Time was running out on the beta, so I didn’t get as far as I liked. Much like the Trooper experience though, the Imperial Agent felt like it was, is, and should be its own separate game. I basically randomized the character and name, but my lithe, biracial cyborg may almost be my favorite character. It is just too bad that I don’t think the Imperial Agent playstyle – cover mechanics are kinda lame when you get accidental aggro – is going to be my cup of tea. What little of the story I have seen, I like. A lot.

In any event, this is running long. Further musings will need to wait.