Unfair Impressions: TSW, Day 2
[Preface: I wrote the below before yesterday’s post went up, so I hadn’t yet incorporated any of the feedback given. My current mood is less bleak than the below suggests.]
I am seriously considering the fact that The Secret World may not be for me.
After some rather meticulous research, my plan for weapons is going to be Blades/Assault Rifle with Pistols thrown in – I have been assured that this covers all the relevant bases. After that was nailed down, I started towards Kingsmouth and chopping down zombies, Kill Bill-style.
My brow furrowed almost immediately. One of the first side-quests you get in this area is how to construct and deconstruct weapons. In a Minecraft-esque grid. Er… what? Why is this a thing? Is there a particular reason to go with this crafting system beyond intentional obfuscation? A little while later, I was shown how to construct glyphs in a similar fashion, which are sort of like gems you slot into weapons, except you can’t actually just slot them in. In fact, I had to watch a Youtube video of this quest because following the given instructions wasn’t helping. “Oh. You gave me TWO glyph toolboxes, and I’m not supposed to use the one called glyph toolbox, but the sort of quest item version.”
After a shake of the head, I accept the quest from the fortune-teller nearby and am asked to find some ravens. I find one outside, watch it fly away, and am then told to follow it. I do so… only to see it clip out of existence in mid-air. Er… okay. Oh, by the way, you have 60 seconds to figure this out. After aggroing some zombies, I restart this portion and try again. Nope, that raven definitely disappears in mid-air. I walk the entire length of the road in the direction the raven was traveling in, not even sure what the hell the quest designer was expecting me to do.
Spoiler alert: they wanted me to ignore the flying raven and look for another bird on the ground. Brilliant. I do this a few times, fight some spawned enemies, grab two side-quests I run past on the way, redo a section of the raven quest because, you know, it’s timed but they thought it was cute to leave side-quests along the path just to fuck with people, complete the quest finally and then loot my text message of an item I can’t even equip because I’ve already spent my Skill Points.
Are we having fun yet?
Spoiler alert: No.
My mood was not improved by the next quest, which involved checking out the Illuminati runes inscribed on the church that causes zombies who tread inside to be instantly killed. “Find the first set of runes.” Okay, sure, I saw them near the door. “Find the second set of runes.” Okay then. I’ll give you two guesses as to what I ended up doing for the next five minutes.
If you guessed “searching the inside of the church, then spam clicking everywhere like I was trying to find that secret wooden pixel in Planescape: Torment, before furiously Googling the answer to a goddamn ‘click item’ quest,” then you are correct.
Now, I am more than willing to take some, if not most, blame for this quest-fail. The first set of runes were outside the front doors, the zombies were being prevented from coming inside, so it doesn’t actually make all that much sense for the other sets of runes to be inside. Logically – at least #GameLogic and #AnimeLogic-wise – protective runes go on the outside of the thing they’re protecting. But more than anything, my experiences on Day 2 of playing The Secret World is confirming my post earlier this month about the tenuous balancing act of difficulty vs hand-holding. This MMO does not hold your hand, gives you the cold shoulder, and by all rights actively dislikes you.
And… that’s good, I guess. It’s definitely an under-served niche. Personally, I don’t think the flavors of hotkey, active-dodging, respawning mobs really meshes with the more glacial, adventure-game schtick, but what do I know? Well, other than the small spark of my interest is being smothered by alt-tabbing to the equivalent of Thottbot for every other quest. I could tough it out, perhaps rationing my attention span a bit more judiciously. The setting is certainly interesting, at least, and I’ve heard good things about the horror elements later on.
Or I could, hypothetically, start playing a fully NDA’d, unreleased MMO in a manner more deserving of the beta key I received.
Unfair Impressions: The Secret World
I started playing The Secret World yesterday.
I was going to start that sentence off with “On a whim,” but it occurs to me that there isn’t much of anything whimsical about starting an MMO. You have the 39.2 gb client download, the registration, and usually getting your billing information straightened out. TSW doesn’t have a subscription anymore, but even though I had downloaded it previously, I still had about 2 gigs worth of patches to download before I hit the character select screen.
In any case, I ran into my first issue on the character naming screen. TSW asks you to enter a first name, a last name, and then a nickname, the latter of which is supposedly your in-game name. But it mentions that people inspecting you can see the others. It occurred to me that this is perhaps the worst naming mechanic I’ve ever seen. Allowing last names not only allows for increased customization, but on a more practical level, it alleviates the problem with one’s name being taken by someone else. Not so with FunCom’s design team; I was not able to move forward with character creation because someone already took “Azuriel” as a nickname. I tried a number of variations, referenced my List of Cool Nouns, then decided that Azuriel Inanage’s nickname was “GQX.”
The graphics are whatever. I turned everything up to Ultra just to see if it improved things, but decided an extra 15 fps was worth more than whatever it is that Tessellation does or what FXAA means.
I very nearly died in the tutorial area – at least, I assume it’s possible to die there – before I realized that TSW is in the post-WoW active combat genre, with active dodging and whatnot. I’m fine with this style of gameplay, although it seems more ridiculous than usual when people are doing it in a more “realistic” setting. Or maybe it is an art style issue; I had no problem with the way things were handled in GW2.
I stopped the game session in the training room where you can try out the various weapons and decide which one is for you. My understanding of TSW is that you can pretty much choose any abilities you want and can theoretically learn everything, but you would be severely disadvantaged in not specializing early on. I’d be fine with such a system, if the Ability Wheel was not the worst implementation of a skill tree that I had ever seen.
Conceptually, the Ability Wheel is fine. But has anyone ever tried to actually look through it as a new player with an eye for synergies? “Okay, this attack deals extra damage when the target is Afflicted. Alright, what causes Afflicted? Let me just browse every possible weapon in the game, including clicking on these nameless little cubes on the outside in no particular order…”
FunCom added “decks” to the game a while ago, which are basically preconstructed talent builds that you can follow along. This certainly would speed up the process, but I am not of the mind to commit to any one thing without knowing all the moving parts, especially if there isn’t a way to respec (or maybe there is?). How am I supposed to know what I’ll find fun a dozen hours from now, let along a hundred? Complex and deep character build options are fine, but I’m beginning to see the visceral appeal of the Diablo 3/WoW system of making one decision at a time.
In any case, my next session will begin with a combing of the internet for build explanations, or perhaps more simply a diagram of the synergies between the nine weapons. It’s cool that the fifth skill in the X tree can make the Y weapon a viable option, but it’s less cool missing out on that interaction because you can’t really see it due to the UI. I want something that will show me every instance of the word “Hinder” and the like, so I can decide that yes, pistols and claw weapons (or whatever) are a combination that is acceptable to me.
Smedbombs
John Smedley, the president of SOE, did a Reddit AMA a little while ago and dropped some bombs.
If you could relaunch a shutdown title which one would you pick and what would you do differently this time?
SWG. I would do everything differently.
SWG PLAYERS – OUR NEXT GAME (not announced yet) IS DEDICATED TO YOU. Once we launch it… you can come home now. (source)
Here are some more snippets:
- The PlanetSide 2 pricing model is not a good gauge for EQN/L (and Ps2 prices may be decreased soon)
- There will be a Bard in EQN
- The Ps2 Player Studio will eventually allow players to create vehicles and even weapons eventually.
- EQN is confirmed to be coming to the PS4.
- The whole Storybricks/emergent AI thing is the secret sauce to EQN.
- You can expect EQN:L, expansions to EQ and EQ2, and an unannounced MMO in 2014.
- When asked about the closing of Vanguard, he admitted that they were actually running it at a loss for years.
His response to the closing of Free Realms was rather depressing:
1) Are you planning on adding more family-friendly options? First there was Toontown Online, then there was Free Realms, and CWA. Is there another youth-oriented game planned?
1) No. No more kids games. Kids don’t spend well and it’s very difficult to run a kids game. Turns out Kids do mean stuff to each other a lot. (source)
There was another question/answer that I felt was rather interesting, concerning card games:
Will Legends of Norrath also be sunsetted in the near future?
no. Actually after seeing what Blizzard did with Hearthstone it’s given us some other ideas…. LoN is an awesome card game. We can take that to the next level. (source)
The whole WoW-clone phenomenon is well established, but I still find it interesting seeing it take place in real-time.
Review: The Witcher 2
Game: The Witcher 2
Recommended price: $5
Metacritic Score: 88
Completion Time: ~36 hours
Buy If You Like: The Witcher, atmospheric and political fantasy gobbledegook
The Witcher 2 (TW2) is a sequel to the original, fairly ground-breaking game following the travails of Geralt of Rivia. Geralt’s profession is a Witcher, a human who has mutated his own genes in order to more effectively fight the monsters that spontaneously appeared in the world many years ago. After the events in the original game, Geralt was playing bodyguard to a king only to see his charge assassinated in his presence and then framed for the crime. TW2 takes place immediately following those events, and the wider ramifications and intrigue surrounding a recent batch of regicide.
I am going to be completely honest here at the beginning by saying that I finished playing TW2 only grudgingly, and after several months-long breaks inbetween. The game features a decently robust journaling system that will allow you to read up on what you are supposed to be doing and the general lore of the entire game world, but the litany of nonsense fantasy pronouns and references to the original game events (and the books they are predicated on) is truly unending. While I am willing to admit that the breaks I took inbetween playing certainly contributed to my general confusion, I do not absolve the game from what I feel was a profound lack of engagement. “Why was I doing this again?” “So I’m fighting this guy, but it’s important I don’t kill him, because I want this valley to become independent, so that… err?”
One of the major strengths of the first Witcher was its creation of what felt like a distinctly authentic atmosphere. Most fantasy games have a sort of whitewashed, Disney quality to them at odds with the historical reality of peasantry who bathed infrequently, had access to few paved roads, and a general unconcern with hygiene. The Witcher felt dirty, gritty, and real. I am happy to report TW2 continues in that praise-worthy tradition. Hovels look like hovels, trolls like like trolls, and you can practically smell the NPCs through the screen. The casual race discrimination (in terms of humans vs nonhumans) and ease in which people’s lives are upended or destroyed feels correct in a way practically unique to the genre.
Layered on top of this “fantasy realism” are the most banal, discordant, gamey quests and mechanics that I’ve ever seen.
We are talking about completely shameless fetch quests, kill 20 monster quests, and boomerang quests that shatter any sense of immersion in the fictional world. In fact, by the end, I hated the game world for its perfectly realistic twisted pathways and obstacles, as I was forced to circumvent them dozens of times as I did quests A, B, and C in sequence. And can I talk about the map for a second here? Literally the worst, most useless map in any videogame I have ever played. Shit made no sense, and zooming out gives you a view of the overworld that had zero to do with anything given how you were actually trapped in small zones around the one main location of the Chapter.
The combat in the first Witcher was not particularly deep or complicated. Combat in TW2 has actually devolved to the point where I was feeling nostalgic for the timed button pressed of the original as a measure of skill. All you do here is left-click for a quick attack and right-click for a strong attack. You can block, cast a Sign, roll-Dodge, or use an item too, but combat never felt integrated into the game world at all. Maybe the devs were intentionally trying to ensure you didn’t feel like a badass playing as a Witcher. Well… mission accomplished.
By far the worst aspect of the game though (map aside), is the direction that they took potions. See, potions are an important part of the game’s fiction; Witchers mutate themselves almost solely so they can brew potions that let them regenerate health, have extra power, and so on. In the first game, you could drink potions at any time, but could only meditate (e.g. sleep off the toxic potion side-effects) at certain locations. Which was dumb. However, TW2 decided to let you meditate almost anywhere, but you must be meditating before you can drink a potion. When can you not meditate? In combat, near combat, or somewhere where combat is implied to be occurring. The issue is that your abilities are balanced around potion use but potions only last for 10 real-time minutes. So you spend the entire goddamn game quicksaving every 30-seconds because getting into combat without having potions up is suicide, but you can’t exactly be running around with potions up the whole time, especially when you are exploring.
I am belaboring the utter travesty of the combat system because I’m at a point in my life where this shit just doesn’t fly any more. I used to suffer through all kinds of JRPG combat systems for the fruit that was their (quirky) plots. You can’t really even say that TW2 would have been a better Adventure game though, because the physicality of fighting is important to understanding the world Geralt and friends inhabit. You can’t cut-scene every battle, after all.
Ultimately, I think what killed The Witcher 2 for me was the simple fact that the rest of the gaming world continued moving. Yeah, this is a game that came out in 2011, so a certain amount of slack should be given. But… I can’t. If you have played Skyrim, for example, coming into this game will be physically painful – you will chafe at not being able to hop off the wall where you want, not being able to attack when you want, not being able to go where you want, not being able to drink goddamn potions when you want. All of which is a real shame, because The Witcher 2 features a wide array of morally grey choices that actually change large portions of the game, rather than being “mere” emotional placebos.
But, you know what? I kinda want to have fun when I’m playing video games and The Witcher 2 offered me the opposite of that. I’m keeping an eye on The Witcher 3 because I enjoy the game world they have created and the choices you can make inside of it, but I am oh so wary. And oh so tired of poorly implemented game features/design.
No Better Time to Buy
If you happen to be in the Hearthstone beta, there is perhaps no better time to purchase packs for real money than right now. See, Blizzard changed the following cards in their most recent patch:
- Unleash the Hounds
- Sylvanas Windrunner
- Blood Imp
- Defender of Argus
- Pyroblast
- Dark Iron Dwarf
- Abusive Sergeant
- Warsong Commander
- Charge
- Novice Engineer
While most of the changes were nerfs (aside from Unleash the Hounds), the salient point is that Blizzard compensates those who might have spent Dust crafting these cards by making the disenchant Dust amount the same as the crafting cost. In other words, I could craft Sylvanas for 1600 Dust and disenchant her for 1600 Dust instead of the normal 400 Dust.
“Whatever,” right? Wrong.
What is not immediately obvious is that you have the ability to craft Golden versions of every card in the game, which are the digital equivalent of foil cards in paper CCGs. These Golden version of cards typically cost four times as much Dust to craft than normal. Do you know what this means?
As far as I know, every person who signed up for the Hearthstone beta has gotten a key by this point, so technically anyone who cares about this game has the opportunity right now to take advantage of this scenario. Those two cards above gave me 1200 Dust by themselves, which is 400 Dust away from any Legendary I care to craft. I went ahead and disenchanted both my Pyroblasts as well for 400 Dust apiece, as I never really felt inclined to use them all that much in the first place. Given how this “bonus” Dust window only stays open for about two weeks total, you might want to make your decision sooner rather than later.
This scenario was about the only thing that would have gotten me to pay real money for Hearthstone. And I did. As I have mentioned previously, my prior lack of interest in paying is not an indication of some deficiency in the game, but rather the strength of being able to play for free with few impediments… provided Hearthstone isn’t your sole source of entertainment. If you’re capable of only playing once every 2-3 days to knock out dailies and then go into the Arenas, you can do quite well for yourself over time. But if you want to dip a toe into Constructed, you’ll do much better with the various Legendaries.
Just be warned that sometimes bullshit like this happens when opening packs:
Far Cry 3 #GameLogic
I recently started to play Far Cry 3, and have come to realize that it features a whole new level of bizarre #GameLogic. I mean, there is some nominal amount of disbelief suspension going on in every game, sure. How does sleeping in a tent regain health? Why can I get shot and regenerate by ducking behind cover, for that matter? Why do I have to pay hundreds of thousands of currency units to purchase weapons from a store that will cease to exist if I fail to kill the world-destroying evil guy?
Some invisible line felt crossed in Far Cry 3 though, about the time I realized I was hunting and skinning goats to increase my wallet size. I can buy a flamethrower from the corner drug store, but can’t buy a wallet with my (then maximum) $1000?
That goofiness aside, Far Cry 3 has been… interesting, thus far. The minute I realized that unlocking additional weapon slots and ammo storage was bound by killing/skinning animals and not level, was the minute I ignored the story altogether and went on a Buffalo Bill safari. You might think that the easy, beginning recipes would belong to animals populated around the beginning areas, but you would be wrong – I had to travel quite a distance across the map to find some goats to offer to Mammon, the dark deity of larger wallets.
Speaking of questionable design philosophies, Far Cry 3 is reminding me a bit about why Skill Trees are usually a dumb idea. Right now, most of the three trees are locked until I complete more story missions, but the “root” of one of the trees was, I kid you not, the ability to “cook” grenades. As in, I needed experience points and adding a tattoo to my arm to unlock the ability to pull the pin of the grenade and not immediately throw it. And you have to unlock this ability in order to choose anything else in that tree. This reminded me of TBC WoW, where Affliction warlocks had to put five (!) talent points in the 1st tier to lower Corruption’s casting speed down to instant-cast; I think the first talent point was a 0.2 second reduction, or something.
Character customization is great, don’t get me wrong. But, seriously, if you have that much filler in your talent trees, you are probably better off not having any at all.
Notorius Reputations
The mystery of where Ghostcrawler’s next opportunity has led him has been revealed: Lead Game Designer at… Riot Games. As in, Lead Game Designer for League of Legends. Needless to say, some corners of the internet flipped their shit. A response from Riot Games illuminated some of the reasons he got hired on:
A lot of the things we want to focus on with game health this year (and preseason is a kick-off to this effort) is primarily around fixing a lot of the old problems. After finishing up support (IE the gold item particulars + Annie problem), we want to focus on adding choice and depth by taking a HARD look at “ball of stats” stuff so we can actually introduce interesting stuff with trade-offs.
I have never actually played League of Legends, so I cannot speak to any of the complexities of the game. But while the jokes about Ghostcrawler balancing things write themselves, it’s worth a slight reflection on how, pretty indisputably, WoW is more balanced class and spec-wise than it has ever been. My prediction is that he’s going to tank LoL all right… in the aggro sense. It sorta sucks how his reputation automatically makes him an undeserved (IMO) target of scorn. But hey, if you’re good at something, I guess getting paid (more?) to do exactly that thing isn’t so bad.
Old Skool
In my continuing efforts to reclaim hard drive space and knock out some more of my Steam backlog, I booted up MINERVA: Metastasis. For some reason I thought this was the user mod for Bioshock I remember hearing about back in the day, so I was quite surprised to find it was a Half-Life 2 mod. Still, at 5+ gigs, I figured it was about time to see what’s what.
And that what seems to be old fucking school.
As I turned the first corner into some Combine while armed with the machine gun, the first thing I did was hold the right mouse button and prepare to aim for the head. Instead, I shot an under-barrel grenade which damn near instantly killed me. “Oh. Oh my.” The machine gun clearly has a holographic targeting reticule, but in this circumstantial trip down nostalgia lane, aiming-down-sights hasn’t been invented yet. “Am I supposed to be hip-firing like some kind of animal?!” Yes. The answer is yes.
Also, your bullet spread pattern will always random, no matter whether you squeeze one round off or empty the clip. That is some Bronze-Age shit right there.
Game design evolution is a funny thing – very rarely is there ever any going back. For example, remember when you just had 100 HP, maybe 100 shields, and neither regenerated at all no matter how long you cowered in the corner with 17 HP remaining? It seems like just yesterday to me, because it literally was. I pooh-poohed Bioshock Infinite for having CoD- (and now Battlefield-) style regeneration, but now I’m not entirely sure what to think. I mean, is regeneration worse than spamming QuickSave every 30 seconds? Going to a CheckPoint system sounds even worse, as designers rarely hit the sweet-spot between The Last of Us’s one-enemy-filled room or Far Cry 1’s “hope you brought a sandwich, because the CheckPoint is on another island.”
I think that the first two Bioshocks got it right, insofar as there was no regeneration but you could stockpile medkits and the like up to a certain point. I felt no reason to explore in MINERVA when I was at full health, as there was literally no reason to; without hidden upgrades or things to stockpile, frequently there existed many rooms completely void of any reason to exist (beyond verisimilitude, I suppose).
In any case, the mod was worthwhile for the nostalgia and game design lesson alone. I just talked about having arrows over quest objectives the other day, but there were probably half a dozen spots in MINERVA where I had no idea where to go, or what the game expected me to be doing. And as is usually the case, the answer was staring me in the face. Then again, I did have to look up how to get past the room with the shield generators because, for some ungodly reason, we were just supposed to know that two grenades were necessary to destroy them. I tossed a grenade into each of the four generators, alarms went off, and once they recovered I went “Aha! They must need to be disabled in a specific pattern!” Nope. Just a dev’s modder’s Gotcha! moment.
Or maybe we were just all smarter in the olden days.













Quotes of the Time Interval
Jan 31
Posted by Azuriel
I am a particular fan of well-crafted treatises, clever turns of phrases, and compelling wordsmithing in general. And in that regard, it’s been a good week:
Klepsacovic delivered in that last sentence something more profound than ten-thousand PvP forum posts. Blizzard has been attempting to recapture the lightning for years with successively unsuccessful variations of the sand mechanic, with seeming little regard as to why people chose to fight over the sand in the first place. Namely, they didn’t. Fights chose them, and they chose to meet halfway. No amount of gank-friendly daily quests will bring back vanilla PvP if the players themselves have lost the taste for blood.
With the heroic stoicism of a Norse god staring down Ragnarok, Bhagpuss spins a tale about player housing in Vanguard that almost makes me wish I had played the doomed MMO just so I could lose something in solidarity.
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Tags: Bhagpuss, Klepsacovic, Player Housing, PvP, Quotes of the Time Interval, Vanguard