Act 2: First Blood

As one might rightly assume, I encountered the infamous Infernal Act 2 brick wall.

The best sort of welcoming committee for melee.

To say I was “pwned” by the very first elite pack (Frozen, Molten, Plagued, Desecrator) is to suggest that the Allies merely dropped by Dresden in 1945 for a night on the town. The melee attacks alone were brutal enough to take me out in 3 hits, nevermind all the shit on the ground. As the respawn timer crept ever higher, I thought that those “discretion better form of valor” guys might be on to something. Unfortunately, the FMPD welcoming committee had other plans. No matter how far away I dragged them from the Checkpoint I kept respawning at, at least one was hanging around for his turn to teabag my corpse.

The cherry on top of this injury cake was when the Enrage timer went off. Fun fact: the Enrage timer is actually a debuff that simply kills you in seconds no matter where the fuck the elites are at. As I sat there stunned IRL as to how I can be killed by elites not even on the goddamn screen, I had to further endure the 10-second logoff Wait of Shame before I could scurry back to the AH. After spending something in the neighborhood of 500k (on top of the 300k I talked about last time), my stats ended up looking like this:

A 3 oz bottle of Vaseline doesn’t go as far as one might hope.

I came to the sad conclusion that perhaps I was going to have to alter my Noob Wind spec. So I did… grudgingly. I swapped Mantra of Evasion for Mantra of Healing with the 20% resist runes; I dropped Seven-Sided Strike for Serenity; I switched the rune for Breath of Heaven for the 1.5 second Fear. And… that’s basically it. Bought a 1h weapon + shield combo for when things still get really hairy, but the loss of 7000 paper DPS is almost worse than dying in-game.

I still have issues with many some elites, but at least I have enough time to react to said fact before being ground into a thick paste.

The fact that I am still having occasional issues is somewhat perplexing though, considering the Inferno Act 2 Monk 200k video floating around. If you haven’t see it, the basic premise is a dude went naked to the AH with 200,000g and walked out with enough gear to progress through the entirety of Act 2 Inferno as a Monk… skipping only 3 elite packs along the way. And made a profit with vendor gold alone. I went ahead and did an unbuffed comparison shot of his stats from the video and my own:

Yikes.

I quite literally have 400 more resist than this guy, and I still have issues? The biggest difference – aside from his rather ridiculous amount of Increased Attack Speed – is his spec: Deadly Reach. Ah, yes, the ranged monk. For what it is worth, I did actually try Deadly Reach for a while but couldn’t make it work; without all the extra IAS, you cannot actually kite all that effectively, nor trigger the 3rd punch for the +50% armor bonus.

Then, I noticed something else about his video… the elites he actually faced.

  1. Fast, Illusion, Electric, Plague
  2. Nightmare, Electric, Waller, Health Link
  3. Waller, Fast, Electric, Plague
  4. Frozen, Reflect Damage, Health Link, Waller
  5. Teleport, Jailer, Nightmare, Fire Chain
  6. Fire Chain, Arcane Enchanted, Mortar, Reflect Damage
  7. Molten, Electric, Plague, Fast
  8. Mortar, Waller, Shield, Plague
  9. Plague, Fast, Fire Chain, Vampiric
  10. Mortar, Illusion, Knockback, Waller
  11. [not shown]
  12. Extra Health, Nightmare, Jailer, Fire Chain
  13. Extra Health, Teleport, Vortex, Plague
  14. Electric, Plague, Avenger, Wall
  15. Health Link, Desecrator, Fire Chain, Fast
  16. Desecrator, Teleport, Shield, Molten
  17. Fast, Frozen, Extra Health, Electric
  18. Vampiric, Mortar, Nightmare, Minion
  19. Avenger, Molten, Teleport, Nightmare
  20. Teleport, Avenge, Molten, Electric
  21. Frozen, Vampiric, Jailer, Arcane Enchanted
  22. Molten, Shielding, Arcane Enchanted, Electric, Minion [skip]
  23. Extra Health, Arcane Enchanted, Reflect Damage, Waller [skip]
  24. Molten, Knockback, Illusion, Reflect Damage
  25. Nightmare, Teleport, Illusion, Fire Chain
  26. Knockback, Molten, Reflect Damage, Minion
  27. Fast, Waller, Reflect Damage, Teleport
  28. Arcane Enchanted, Fire Chain, Reflect Damage, Vortex
  29. Frozen, Knockback, Extra Health, Reflect Damage [skip]
  30. Knockback, Mortar, Frozen, Shield

You are goddamn right I wrote them all down. Aside from the four I marked in red above, the elites he faced in the video (barring the occasional enemy type) were a total joke. Could he have faced down my FMPD welcoming committee with his spec? Maybe, maybe not. I have grave doubts.

Sour grapes aside, his video has educated me in various ways. For example, his +631 Life on Hit is obviously doing more for him than my +1027 considering he is getting nearly a full extra attack per second – nevermind all the extra Spirit he generates. The single-minded focus on Dexterity was similarly interesting given how much effect it is having: 229% more damage from his 612 DPS weapons, making them nearly on par with my 1000+ 2H. I am not entirely willing to go Deadly Reach just yet, but I can definitely spend another ~5 hours “playing” Diablo 3’s AH to repair my errors.

And if it sounds like I am enjoying Diablo 3 better overall, you wouldn’t be wrong. The cheeky among you might suggest that it is because of the increased difficulty, and I am inclined to agree – Act 2 has been the only stretch of road I have not been zipping down at 80 mph in a 65 mph zone. Indeed I thought Act 1 Inferno was about as hard as Act 2 Normal in the scheme of things, given the latter’s lack of gold for upgrades and all the locked abilities.

After 38 hours /played, it is about goddamn time some fun was had.

The end is probably nigh however, for all the reasons I have seen in the comments to my own posts (and elsewhere). “Farming” Act 1 Inferno holds about as much appeal as sticking my balls in a toaster, and… well, actually, that is basically the way forward here. Or giving in to the Deadly Reacharound build. While the thought of maybe getting a $200 item drop soothes the chaffing a bit, I already spend more time in the AH than in-game. I don’t know how much longer…

…hold on, I have an email.

Pics or it didn’t… damn.

BRB, grabbing my toaster.

P.S. Congrats to Anderasill, the owner of the above screenshot + $173.40 ($200 minus fees) and a winner of the Diablo Annual Pass Challenge (Hardcore). She actually got Diablo 3 via the Annual Pass, so there’s that too. And she probably could have saved herself the 15% transaction fee since I know damn well she’ll just spend all that money and more buying the new WoW pets.

More Like a Common Drop, Am I Right?

My very first Rare drop in Act 1 – Inferno:

Now, where did I put my robes?

I would write more of my Inferno experiences, but the power was knocked out for ~5 hours or so up here in Ohio. Once the lights came back up, I managed to play enough to get just past the point where you meet Cain. There was only one “real” elite pack on the way – Health Link, Mortar, Reflects Damage, Fire Chains – and they fell relatively quickly to my Noob Wind (working title) spec. Obviously it is Act 1, obviously that combination isn’t anything, and obviously (?) I spent 300k gold upgrading my gear before I started out.

But, hey, endgame! Who would have thought it? Certainly not I.

Diablowed

As you may or may not have noticed, Diablo 3 has clawed its way back onto my Currently Playing sidebar.

Actually, that sentence is not entirely accurate on two counts. First, it has not clawed so much as been exhumed. And second, I am “playing” D3 as one plays daily quests – mechanically, and with iTunes going in the background.

I just completed Act 1 of Hell last night and am past the first boss of Act II, having went through the entirety of Nightmare without a single upgrade off of the ground. The problems I had with the Dervishes appears to have been an isolated incident (or things have been nerfed), insofar as my thoroughly literal faceroll tactic has obliterated every other challenger. A link to my build can be found here. In essensce, I hold down left-click to teleport and pummel mobs while an auto-AoE scoures the bones of my enemies to dust. I have not meaningfully changed my build since level 21.

After defeating Nightmare Diablo, I spent 50,000g on the AH and walked out with this:

The resistance means I take that percent less damage from basically everything.

There is something very specific I want to say about this picture. It is NOT a rumination of the overpoweredness of AH-bought gear. It is NOT an invitation to speculate how it would be expected of players new to Hell to have such stat increases. It is simply this statement, originally posted at Penny-Arcade:

[…] What I’m saying is that getting new shit actually is the game.  For us, anyway.  Getting and, crucially, equipping new loot.  The whole AH thing short-circuits the entire idea: the game is, functionally speaking, a pinata.  Right?  Obviously, you could just go buy candy at the store.  It’s not about having candy.  It’s about getting candy.

The fundamental, crippling gripe I had with Torchlight was how I went the entire 20+ hour campaign wearing the exact same level 4 (legendary) amulet. These games are predicated on the stimulating the slot-machine areas of the brain, and to fail at this task is for the game to be rendered pointless at a conceptual level. Dropped items do not excite beyond the promise that I can extract more than their vendor price on the AH, so as purchase actual upgrades from the cash shop AH.

Upgrades like this one, increasing my DPS by 117% with one, 10,000g item.

As much as RNG has always been a part of the Diablo environment, I nevertheless feel a certain perversion of the formula. There is nothing RNG about Diablo loot anymore. Sell what drops, and equip what you buy. This is by no means a novel, late-breaking concern; people have been speculating on this issue from Day 1 of the announcement of the AH. I am confirming that such people are 100% correct.

Still, I trooper on, for various reasons:

  1. Spite.
  2. To say I did.
  3. Get a better, more equitable understanding of the endgame firsthand.
  4. In the off-chance I stumble across an unspoiled pocket of actual fun.
  5. For the Benjamins.

That last one is not entirely serious, although I know two people – one a commenter, and the other a close guildmate – whom have either sold or came upon an item worth $180 or more. The former said he/she sold a ring for 250 euros, in fact, completing the Diablo Annual Pass Challenge in a single stroke. These are level 60 items, of course, but it still boggles the mind a bit.

Many have predicted the RMAH market would be drying up soon, and maybe they are right. However, I predict a truly ridiculous renaissance once the PvP patch hits. Can you even imagine the volume of sales?

So, About Those Extended Endings

Three months to the day ago, I decided to write a post called What I Want to See from Bioware, vis-a-vis the proposed Extend Cut of Mass Effect 3.

And now I have seen those endings. All four of them.

That is your warning, kiddos. Spoilers dead ahead.

In that prior post, there were a number of things I was looking for from Bioware, in Best Case/Worst Case scenarios. The biggest one was the Normandy scene at the end, which made no goddamn sense whatsoever – it essentially ruined the endings for me all by itself. What I wanted to see in the Extended Cut was:

What I want to see from Bioware:

  • Best Case: an explanation of how the crew (EDI and Liara, in my case) got back on-board the Normandy, what the Normandy was doing while I was on the Citadel, if they knew/suspected Shepard was alive or dead, and why they were running away.
  • Worst Case: ensure that the crew with you on the final mission don’t show up in the final scene.

Mission accomplished. In a big way.

Yes. Yes he did.

In the interests of being somewhat objective, the “answer” they gave to where your crew members were at was… a bit hard to swallow. With Harbinger easily knocking out tanks and fighters left and right, it seemed quite out of character for him to let the Normandy land, for people to be evacuated, for there to be time enough for one last tearful goodbye, and then an escape back into orbit. If the Normandy was capable of landing, why not just drop off a bunch of people at the beam itself?

I am willing to entertain the notion that Harbinger would not care about Normandy picking people back up, as long as they were not being moved closer to the beam, although that seems a bit weak.

Outside of that gripe? Smashing success on the other points. I laughed out loud when Hackett said what he did in the screenshot above; partly from the unexpected bluntness, and partly from the beginnings of a catharsis I had been missing for the last three months.

The next section of that prior post was about Indoctrination:

What I want to see from Bioware:

  • Best case: Settle the Indoctrination debate once and for all. If Indoctrination is real, include a true final battle scene, potentially followed by the same sort of choices.
  • Worst case: Remove the breath scene.

As far as I am concerned, the Indoctrination theory is kaput. It was actually kaput months ago, but the mini-epilogues following each ending serves as final nails. In the scheme of things, Indoctrination was a better ending than what we were originally given, but these new ones supersede the old in a good way.

The breath scene is unfortunately still in the game, but since March I have come to understand that the Destroy ending is actually truly Renegade. Ironically, all those Indoctrination videos had led me to believe that Control was bad and Destroy good, (i.e. the real ending), when that really was not the case. It is true that “nuking the site from orbit is the only way to be sure,” so to speak, but condemning all synthetics to death, including EDI, when other options are available is undeniably Renegade. Control may not seem like the way the Reaper threat should be handled, but a Paragon Shepard would take that chance. The consensus says: these units do have souls.

The final section was general plot holes:

What I want to see from Bioware:

  • Best case: Shore up these plot holes via Codex entries, FAQs, or at least acknowledge they exist.
  • Worst case: leave everything vague and unsettled.

Many of the points I raised regarding the Citadel were answered by the expanded Catalyst dialog, if a bit weakly. Not the biggest one, though. Why the Reapers did not simply reassert control of the Citadel immediately upon emerging from dark space is probably one of those “Why didn’t the Eagles just fly Frodo to Mount Doom?” questions for the ages.

The Endings Themselves

Talk about night and day compared to the previous ones, eh?

Should have shipped like this.

The amusing thing to me, is how my very first extended ending was the new one.

Unintentionally.

After slogging through the Cerberus base and the London battle and the unskippable post-beam dialog, the very first thing I did when I regained control over Shepard was shoot the Catalyst in the face. His Harbinger-esque “So be it” response took me aback, as did the unexpectedly poignant “Failure” ending. I remembered that time-capsule scene with Liara, and was even touched by the knowledge that though we had failed, the cycle was eventually broken by the next generation of intelligent species. Whom, while still looking suspiciously like asari, nevertheless had the gumption to actually take Reaper threat goddamn seriously. “Was that so hard?” I asked the monitor afterwards.

I played through all three of the other main ones, and was immensely satisfied. It is still Synthesis – aka the Green Cupcake – all the way for me, but I felt that Bioware did an excellent job at handling the Control ending as well. They all felt a bit… Deus Ex. In a good way. I have no idea how they will rationalize additional post-ME3 games in the Mass Effect universe, at least without holding Destroy up as canon, but I suppose we will all jump off that bridge when we come to it.

Months ago, a friend asked me as to whether I would purchase any future ME3 DLC. At the time, I replied “It will depend on how Bioware handles the Extended Cut.” Although I am extraordinarily happier with the series now than I was back in March, I am not sure that I want to revisit Shepard and crew again. Say what you will about the writing or “cheap emotional tricks” or whatever else, but this series truly has affected me in ways few games (or books, or movies) have.

I forgive you, Joker.

I am thankful for the experience, of course. I just know that the longer I stay in Manse de la Shepard, the less likely I am to enjoy all the other experiences out there. It is hard enough handling regular post-game depression, without also having to question why I am not a better man in real life.

I am only half-way joking.

Mass Effect 3’s Ending DLC Coming Tomorrow

I do not want to sound ungrateful or anything (at least until I see the expository scenes for myself), but… err, Bioware? Telling us on Friday that the ME3 Extended Cut DLC will be out on Tuesday comes across as somewhat guilty. You know, when you were a kid and tried to sneak in the one bad thing you just did into a stream of all the other random things in the hopes that Mom wouldn’t notice.

“AND THEN I PLAYED WITH BOBBY IN THE BACKYARD, AND THEN WE WENT TO THE CREEK, AND I CAUGHT A FROG BUT IT HOPPED AWAY, and I broke Mr. Wilson’s window, AND WE RODE BIKES TO THE PARK BUT IT WAS GETTING DARK SO WE CAME BACK, AND WE PLAYED POGS AND I TOTALLY WON THREE TIMES.”

I haven’t been giving the ending DLC much thought beyond casually musing how, at this point, Bioware could probably get away with not releasing anything¹. It has been more than three months, after all, which is the equivalent of 10 years in the modern news cycle. Mass Effect really isn’t A Thing to me anymore, especially after I sort of capped out of interest in the multiplayer.

Listening to this (low-budget) PR interview though…

Have you ever started dating an ex again? You remember how much fun you had together, how much everything just clicked. And then you also remember how (badly) things ended last time, getting a little steamed all over again with events long since past. The video basically evokes that, to me.

Anyway, the scab is coming off tomorrow, or whenever it is I am able to sit down and make out with ME3 again. Maybe never. Realistically, as soon as humanly possible.

¹ I don’t actually believe they could get away without addressing the ending. Not because fans “deserve” a better one, but rather because I have no doubt Bioware would like to sell some actual story DLC. I imagine that the market for story DLC to a 3+ month old RPG is likely limited to the very people most pissed off by the ending.

Republican Blues

You may or may not be following the sort of hand-wringing over the Black Market Auction House coming in Mists. Although I believe the sort of philosophical questions the BMAH raises are legitimate, I do not share Rohan’s  (and others’) conclusions.

What I find amusing, though, is Zarhym’s rather tactless approach at community management:

No one should count on this even being close to a viable option for gearing up a character. If you can raise that kind of gold in the game, you’re going to have much better success paying your way into raids for gear than hoping the right items appear for you in the black market AH (which doesn’t include set pieces), hoping you can afford to outbid everyone else on your realm, and hoping you’re the last one to bid before the auction ends.

Sure, it’ll have some of the best rewards for sale. But that doesn’t mean it’ll be remotely reliable for one person to gear up quickly. It’s the black market, after all. :)

Ultimately the system is going to benefit the extremely wealthy and the extremely lucky. But in all likelihood the benefits won’t at all be consistent, even for those who can pony up the gold. (source)

Yes, because god only knows that what the extremely wealthy and extremely lucky need is more systematic benefits. And what a way to come right out and say “You can eat cake,” right? I can almost hear the argument on Fox News that goblins are the job-creators of Azeroth, giving millions of players the opportunity to pick tomatoes farm herbs and run dailies to afford their repair bills and marked-up enchants.

Kidding aside, I am not entirely sure why Blizzard does not simply come out and say “The BMAH is a gold sink. That is its sole purpose.” Prior gold sinks like the Mammoth and motorcycle and Vial of the Sands were fine, but pretty narrow in scope – they catered pretty exclusively to the Pimp My Ride crowd. The BMAH on the other hand hits everyone with a modular storefront filled with recycled content.

I anticipate the BMAH as being wildly, wildly successful at its unstated goal. As for whether the side-effects actually leave the realm of the hypothetical or not, we will presumably find out this Fall… or whenever the hell Mists goes Live.

Melee and Kiting

In the extreme off-chance you have not been following the gripping drama unfolding in the comment section of my post about Guild Wars 2 questing (which long ceased to be about questing), let me summarize my position on the design intention of melee kiting mobs.

…actually, wait. Let me quote GW2’s Jon Peters instead (emphasis mine):

Hey all. I wanted to talk about this a bit since it is a hot topic here and also on the internets. The intention is that both styles are viable. Certainly right now Melee is more difficult than ranged. There are some things we will try to do to address this, but I think the more you play you would find they are closer than you think.

First what’s already there:

  1. Melee does more damage. Melee damage is simply higher than ranged damage across the board.
  2. Melee has more control. With a few intentional exception Melee has a lot more control than ranged.

What Melee needs:

  1. defensive tools on more weapons, particularly on lower armor professions.
  2. ai needs to favor Melee a bit less than it currently does.

What else:
Finally because of the more action based nature of combat Melee needs to be taught better. Effective Melee requires skills that translate over from FPS games which are notoriously harder on casual players. You have to wasd to move, constantly aim with your mouse camera, and hit skills on 1-5.
Some tips:

If you have learned any good Melee tips that you think we should pass on to newer players feel free to post them here. I’ll start with a few tips of my own.

  • If you don’t have mouse look on when using a skill you will turn to face. I sometimes let go of mouse look as I activate to help me aim through the chaos and then click it back down in between attacks.
  • Melee has a lot of hard hitting skills and good setup. Utility skills Can really help set up big Melee attacks. Bulls charge on warrior, scorpion wire on thief, judges intervention on guardian.
  • Know when to run. No matter what you are not a tank. You have to move in and out avoiding damage. If you have to soak damage try and bring boons like Protection and Regeneration or conditions like Blindness and the very undervalued Weakness.

Thanks for reading this all. Rest assured we will keep working on this and just keep in mind the subtle differences in GW2 combat that take a while to sink in.

The above was posted May 1st, the same day I basically pointed out the same thing, vis-a-vis the melee vs ranged discrepancy, with my first GW2 beta weekend impressions. As of the second beta weekend, there has been no improvement I could detect. Jon mentions that melee deals more damage “across the board,” but what difference happened to exist was not perceptible to me.

But for the sake of argument, let us assume Jon is correct. Let us assume, as Conwolv does, that I “like to make up excuses for [my] poor playstyle” rather than have any possible legitimate complaint. Let us, in other words, look upon the design principals as they exist in their purest form:

  1. Melee deals more damage | It is more difficult to get/stay in melee range.
  2. Melee is at greater risk of damage | Melee takes less damage.
  3. Ranged deals less damage | It is easier to stay on target.
  4. Ranged is at less risk of damage | Ranged takes more damage.

Do you believe the above is good, balanced game design?

Go ahead and write down your answer.

.

.

Write it down?

.

.

If you wrote “Yes,” you are wrong. Don’t feel too bad though, as Blizzard makes this mistake repeatedly, and ArenaNet appears to be on track to do the same for different reasons.

You see, the problem with the above “balanced” game design is the notion that both ranged and melee are intended to ultimately be viable, e.g. be equivalently good at damage. If ranged DPS is as good as melee in the long-run, that means there is no benefit to it being more difficult to get into/stay in melee range. If melee has greater burst damage to compensate, that merely imbalances PvP and/or forces encounter designers to include adds that need to be killed quickly… and somehow make it so that ranged cannot simply kill them in the time it takes melee to switch targets.

Similarly, “risk” is not a particularly compelling balance mechanism for two reasons. The first is simple psychology: most people are risk averse. Would you rather have $50 right now, or $100 if you win a coin flip? Both have an average payout of $50, so there is no difference between the two… right? Second, there are “perceived fun” barriers that designers have to keep in mind when crafting encounters. Instant-death mechanics are probably not fun for a lot of people, even if that is a way to balance ranged having an easier time avoiding said attack than melee (whom would only take 50% damage or whatever). At the other end, if melee doesn’t take enough damage, they could potentially ignore the mechanic altogether.

There are potentially ways to balance the melee vs ranged rift, but the bottom line is that a “mirrored” approach simply does not cut it.

Flying the Melee Kite

This brings me back to the GW2 melee problem.

Simply put, melee has every possible disadvantage. Instead of melee taking less damage per the balancing mechanism for #2, melee takes the same or more damage. You have less time to react to “Dodge This!” abilities, nevermind how few of those abilities ranged even has to care about. As Jon points out, “You have to move in and out avoiding damage.” What does ranged do? Move… backwards? To be honest, at the levels I played, my Ranger never had to move at all if I lead off with a snare. And here is the thing: even if that changes later, I would not be doing more than my melee toons already do.

More often than not, melee characters having to kite mobs is a sign of design failure. What else could it be, by definition?

One of the interesting defenses that a commenter named Fn0 presented was the following:

GW2 goes further. Capiche? It is not the same. GW2 allows you as melee (as in, you started melee at level 1) to spec as full-blown ranged with the blink of putting a ranged weapon equiped. In GW2 you can respec in battle with they key ` which allows one to, for example, switch between melee and ranged. This means we are much more hybrid than in previous MMOs.

It is an interesting thought that ArenaNet might be endeavoring to do away with both class roles (i.e. the Trinity) and any distinction between ranged and melee classes. I do not believe the argument works particular well, given that melee vs ranged is still a balance issue regardless of whether each class can be both – just because a Thief can be ranged 100% of the time doesn’t fix the fact that melee is imbalanced. And I have a more subjective problem with the idea of presenting Thieves, Guardians, and Warriors as “ranged” archetypes. But it is an interesting thought just the same.

Having said all that, what do you guys think? Is kiting a “standard strategy for melee in all MMO games?” Even in questing and general PvE? Are the discrepancies between melee and ranged classes something you think about at all? I have not played TERA, so I would also be interested in knowing how melee vs ranged is handled in that game. And if you played a game where you thought things were balanced pretty well, let me know that as well in the comments below.

Reviews: AaAaAA!!! – A Reckless Disregard for Gravity, Frozen Synapse, From Dust

Game: AaAaAA!!! – A Reckless Disregard for Gravity
Recommended price: $0.99/Bundle
Metacritic Score: 81
Completion Time: ~3-4 hours
Buy If You Like: Falling simulators, super-twitchy Pilot Wings

Not for those with vertigo.

It is both easy and difficult to describe AaAaAA!!! as a videogame.

It is an indie game with personality, in which you use the WASD keys (and sometimes mouse) to control your descent as close as possible to floating buildings, through Score Plates, and hopefully landing at the bottom area at a speed somewhat less than 54 m/s. Points are awarded for Hugs (every second spent within a few feet of an object), Kisses (one-time bonus for getting close to individual buildings), giving a thumbs up/flipping off your fans/protestors on nearby walkways (i.e. Left or Right clicking while in range), spray-painting government buildings (pressing Middle mouse button near green-striped buildings), and some other miscellaneous actions. If you land safely, your points are tallied and you are given up to a 5-star rating, which rewards Teeth (the game’s currency) so that you may pay to unlock new levels.

Obviously the above does not begin to capture the adrenaline that comes from a combination of induced vertigo, rocking soundtrack, visual overload, and split-second twitch action. There are 80 levels which can be completed in a relatively non-linear manner, plenty of dark humor, Steam leaderboards, and… well, yeah. AaAaAA!!! does not pretend to be anything it is not, and what it happens to be is a decently entertaining distraction.

_____________

Game: Frozen Synapse
Recommended price: $5
Metacritic Score: 85
Completion Time: ~18 hours
Buy If You Like: Squad-based, ultra-tactical games

Would. You. Like. To. Play. A. Game?

My initial impression of Frozen Synapse was that it was a terrible, terrible game. I am not at all a fan of the sort of Rainbow 6-esque “spend 10 minutes planning a room breach, then instant Game Over within the first 5 seconds” gameplay, and that is almost exactly what Frozen Synapse consists of. Additionally, when you “submit” your moves, the game actually features a 5-10 second loading screen as if my $1200 computer that runs Skyrim on Ultra-max settings cannot handle the AI calculations.

After stubbornly slogging through the game out of spite, I would come to discover that Frozen Synapse is actually a decently good game. And potentially one that would temper my distaste of this sort of ultra-tactical gameplay.

The key to enjoying this game is to understand the underlying rules. There are three basic units that follow Rock-Paper-Scissors rules: Shotguners kill first at close range, Machine gunners at middle range, Snipers at long range. The prior rules are overruled depending on which unit sees the other first (there are vision arcs), obstructions do count for something, and standing units beat moving units in “ties.” Rocket launcher units do not auto-fire, their rockets continue in straight lines, and kills only come from splash damage. Grenade launcher units can bounce grenades off walls, can only shoot over waist-high obstructions if they are nearby.

The real turning point though, came when I understood that the sense that the “computer cheats” stemmed from my not simulating how the computer can screw me. You see, you can spend a lot of time planning out your own moves within the intuitive interface, getting the timing down perfectly to kill the red units… when they are statically standing around. But as soon as the Submit button is pressed, the computer is going to engage in its own plans, and typically it does not include standing around looking at the corner.

So the solution is to plan out what the computer could possibly do to ruin your own plans. If the hostile machine gunner goes to the window instead of the door, will your shotgunner still get the kill? Instead of leaving it to fate and possibly losing a match 10-turns deep, make the computer do that, press Play, and see what would happen. The computer can still surprise you from time to time, but it almost became a game unto itself to see how many loose ends and blind spots my various tactical gambits contained.

It is worth mentioning that 99% of the maps are procedurally generated, and the same with troop placement, even in single-player. The campaign itself is fairly amusing and quite varied, with later missions really turning on the heat with super-units and occasionally not letting you see enemy units unless one of your own has a visual (e.g. typically getting shot at). If you thought planning enemy moves was fun, try doing it to the “ghosts” of units you lost track of for the last six turns. In addition to the single-player campaign, there is also multiplayer and instant skirmishes, although I had got my own 18-hour fill with just the campaign.

Ultimately, Frozen Synapse is not for everyone – it wasn’t even for me initially – and certainly not for anyone at the default price of $24.99. Catch it for $5 and/or as part of a bundle though, and it could definitely be worth your time.

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Game: From Dust
Recommended price: $0.99/Bundle
Metacritic Score: 76
Completion Time: ~5 hours
Buy If You Like: Literal sandboxes, water simulators

Uh oh.

As a tech demo or proof of concept, From Dust is stunning. Whatever water/physics engine they have running this thing is ready for the mainstream. Water has currents, erodes earthen embankments, and wipes out landmasses in the form of tsunamis quite beautifully; volcanic eruptions spew lava that gradually builds up and up until suddenly it is overflowing into the stream nearby, creating a impromptu dam, and starting a bushfire in the process.

As a game though, From Dust skates the very edge between too simple and frustratingly complex.

The basic gameplay consists of shepherding a handful of tribesmen to the white totems around the map, so they can erect villages. You control a glowing worm-like cursor thing that can pick up sand, water, or lava, placing them in strategic locations to get said villagers across obstacles. Each village gives you more powers, such as the ability to Jellify Water (it turns into almost a solid, letting you part the sea Moses-style), Evaporate Water (lower the water table), Amplify Breath (lets you suck up/dump more matter), and four other abilities. Smaller totems dot the landscape, and getting a shaman safely to them will give each village a “kite” that can Repel Water or Repel Fire, depending on the map.

The learning curve for From Dust is quite gradual, but the difficulty complexity ramps up significantly towards the end. Special plants start appearing that either soak up water (bursting when too full, or releasing when fire gets nearby), evaporate water (and set fire to nearby plants), or simply explode when near flame (being the only method of destroying rock). Meanwhile, that river of lava you had been ignoring for the last three minutes has “suddenly” changed course and now your third village is aflame. Truly, nothing just suddenly happens – everything follows well-defined logical rules – but you can easily find yourself running back and forth putting out literal fires only to realize that something else you had been neglecting rendered your prior efforts moot.

Ultimately, I found the challenge invigorating, the mechanics sound, and the visuals gorgeous. My problem was just that the game… felt somewhat hollow. It is difficult to describe; perhaps it was almost too much of an emphasis on the mechanics? All that I know, is that From Dust came across to me as a tech demo or proof of concept, albeit one that is quite worth a second glance provided the price is right.

A Sudden Renewed Interest in Diablo 3

At some point yesterday, this happened:

I… wha… who…?

The real-money AH went Live on Tuesday, but it was not until I went to check on my auctions the next day that I realized it. After collecting my meager sales, I decided to see if the RMAH side of things used the same 10-item limit as the Gold AH. As it turns out, you get a full ten more slots to sell things. So, in the interests of clearing out some Stash space, I tossed 10 items up on there. I let the AH set a default bid/buyout price, which simply appears to be adding a decimal to the vendor price, e.g. something that vendors for 231g becomes $2.31.

…and someone bought the Eviscerator’s Sink.

Blizzard sends you an email too:

Pics or it didn’t hap… oh, wait.

I have no idea what kind of item Eviscerator’s Sink is. My highest-level character is 40, and I technically stopped playing the game a week ago. I vaguely remember the item being in the level ~26 range, which makes the sale all the more bizarre. A quick search of the RMAH shows there are actually quite a few four-digit DPS level 60 items up for $1.25 buyouts (the minimum, netting the seller a whopping $0.25 each). So… was it a misclick? Or did somebody somewhere really want to be awesome for the next two hours?

The title is a bit facetious, although I did experience a brief spell of euphoria. That was quickly dispelled upon the sobering realization that I would have to continue playing Diablo 3. I stopped halfway through Act 2 Nightmare because I had encountered a Whirling Dervish champion pack with Vampirism and Lightning (?) qualities, as a Monk. What ended up happening was I would blow a lot of cooldowns attempting to kill them right away, they would start their Bladestorm-esque attack with a 15-yard range, and by the time I was able to move out of the damage, they had regained all the health they had lost.

Could I have augmented my talent loadout to better combat their abilities? Yes. Could I have simply avoided them? Sure. Could I be bothered to do any of that when I have a perfectly fun Battlefield 3 as an alternative? Hell-to-the-no. I did end up killing that champion pack, but when they dropped garbage rares outclassed by blue items I bought hours earlier, the loot-for-loot’s sake gameplay got suplexed by Final Strawman. Maybe I will return once melee is buffed to actually, you know, be able to reliably stay in melee range when attacking, but the future isn’t looking bright.

For me to pick Diablo 3 back up, I mean. Blizzard already made their $60 + $1 from me, and 3.5 million other people, so no water off their back. Especially not with their gold-plated umbrellas and fancy weather machines.

And The Rest

Let’s go ahead and wrap up the rest of my Guild Wars 2 impressions.

Point 10: Making Bank

Guild Wars 2 has, by far, the best inventory management system I have seen in a videogame. And it was a feature I only discovered accidentally in my final few hours of playtime.

This needs to be in all games, ASAP.

It is called the Collectible Tab and it is to my eternal shame that I did not take a screenshot.

Essentially, the Collectible Tab is hundreds of organized, square silhouettes that represents all of the trade and crafting goods in Guild Wars 2 (and maybe more besides). Instead of you needing to waste precious bank space with your stacks of Jute scraps (e.g. Linen Cloth), you merely drag it to the Collectible tab and it automatically gets sorted and contained in its own little square. Or, you know, you can simply right-click the item and select the “Deposit Collectible” option. From anywhere. And by “anywhere” I mean, literally, anywhere you can open the Inventory screen. Farming bandits and find your bags are overflowing with the pilfered trophies from corpses of men you murdered in cold blood? Two clicks and you are done.

I did not think to check whether there is an upper-limit to the stack size of items stored in the Collectible Tab. All I know is that I no longer will need to do my OCD WoW bank routine wherein I manually alphabetize herbs by expansion, rarity, and the aesthetic qualities of the icon. Simply put, the banking system in Guild Wars 2 is built out of win.

Point 11: The AH on the other hand…

There is a very specific thing that happened to the AH, for a very specific reason, and it has soured my experience with it somewhat. What happened was this:

Oh, RMT. Is there ever a bridge too far?

Basically, ArenaNet took the ability of players to retrieve their successful auctions from anywhere, limited it to the Trading Post NPCs, and then are selling consumables in the cash shop to allow you to pick up your items anywhere… for 5 minutes. Considering you can teleport to within 30 yards of the Trading Post NPCs at any time from any where, this might come across as a tad… nitpicky. Entitled, even.

But let us be clear what is going on here. You can sell, buy, and browse the AH from anywhere in the game world at any time. And during the first beta weekend, you could also pick up your successful auctions (money and items both) from anywhere as well. Now you cannot, and there is consumable cash shop item that temporarily restores the functionality. Granted, the Trading Post NPCs did not have much of a purpose before, but that is a design problem with an easy solution, e.g. remove them. Or leave them as reminders to those who forgot you can access the AH from anywhere by pressing “O.”

I can recognize the cognitive dissonance between my accepting as intuitive the fact that you cannot withdraw from your bank from anywhere, and the obviously analogous Trading Post situation. Maybe this is only an issue with my seeing the monetizing team in action – had this been in the first beta weekend, it might be that I wouldn’t have thought any different. Nevertheless, I seen what they did last summer, and I had/have a problem with this change.

Everything else about the AH is fantastic, although I must admit that Buy/Sell orders somewhat diminishes the thoroughly soothing gameplay I find in searching for AH bargains.

Point 12: Guilded

I did not actually join a guild, but I thought this was a good idea:

Kinda like a Background Check.

When you click on a Guild invitation, it takes you to a screen that allows you to actually look at said Guild’s roster before joining. This is another of those common sense features that you wonder why are not in more games. The only thing missing is a Cover Letter and perhaps a list of three things the Guild is bad at.

Point 13: Minecrafting

This is 100% a personal preference thing, but I’m not a huge fan of the crafting system in Guild Wars 2. There are a number of surprisingly complicated base recipes – when was the last time you saw a game that requires you to construct a wristguard strap and wristguard padding before combining the both with a 3rd ingredient to make a pair of gloves? – but the vast majority of recipes comes from the “Discovery” system, aka the Trial & Error system.

Oh, good.

Or, perhaps most likely, the “Just look at the damn Wiki” system.

The bow in the above picture is a lame example, of course, but I otherwise find zero entertainment in such “just try it!” crafting systems. My brain simply doesn’t work that way; I am too damn methodical. Do you know the first thing I did when I built a crafting table in Minecraft? I put a piece of wood in the first empty square. Then I put another piece of wood in another square beside the first. And then I moved the second piece of wood over one square. And then moved it again, in sequence, around the remaining empty squares. Then I added a third piece of wood, and repeated the process. If you asked me to crack the combination code to a briefcase, I would start with 0-0-1 and end with 9-9-9, X number of hours later… if I did not simply throw the briefcase out the window beforehand.

Don’t get me started on Word Finds, or that Doodle God app.

I saw the following quote during the first beta, but I forgot to specifically notate it:

Originally posted by Linsey Murdock

Cooking is considered our advanced craft. It will cost you more money, karma, and time traveling the world than any other crafting discipline.

Pro Tip: Every cooking recipe in Guild Wars 2 is a real recipe for real food in real life (or a basic approximation). If you think you are close to figuring out one of the combinations, google a recipe for the food you suspect it might be, and odds are, you can find a bunch of recipes for things like that to try out.

If you like this sort of thing, you will like Guild Wars 2 crafting quite a bit. If you don’t, you will probably be Alt-Tabbing to the Wiki like myself.

Incidentally, this is also true of the crafting system:

Originally posted by Linsey Murdock

The way leveling XP gain works in crafting is this: For leveling a discipline from 0-400, you will gain 10 levels along the way. By maxing out all 8 disciplines, you will gain 80 levels. That means you could dedicate a character to crafting, feed it all the mats you get on other characters and level it all the way to 80 without ever needing to kill a thing. As hardcore crafters, we think that is pretty cool.

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Conclusion

That about sums up my impressions of this second beta weekend. If/when the third beta weekend comes along, my tentative goals will be the following:

  1. Test the Norn/Charr areas more thoroughly to see if I run into the same pacing issues I experienced in Queensdale.
  2. Verify whether it was user-error in Queensdale after all.
  3. Level a character high enough to see how the “trinity-less” dungeons work.
  4. Sell my gems on the AH so I’ll have more than 10 silver to rub together.
  5. Continue being angry at puppies, rainbows, and the laughter of small children.

So look forward to that. I know I am.