Ark: Griefing Evolved

I picked up Ark for $12 as part of the Humble Monthly bundle the other day, and my five or so hours with it have been… interesting. Even more interesting was what I was reading on the Steam forums about the recent addition of handcuffs into the game:

Ark is a great game but it’s become unenjoyable for some and unplayable for others. As I write this, my avatar on official server 16 has been caged, immobile and unplayable for over six hours. I’d suicide and respawn… but that’s not an option. […]

And no, you can’t do anything about it. Handcuffs can’t be escaped and don’t allow you to use your hands. No punching walls or using anything to suicide with. Your captors encumber you so you can’t burn stamina, food and water to kill yourself. And captors are able to force feed you to keep you alive indefinitely. So you’re stuck, unable to actually play Ark for as long as they decide to hijack your game.

In case you don’t know much about it, Ark has a “torpor” mechanic that is primarily used to knock out dinosaurs so you can tame them. As it turns out, torpor can also be used on other players (the game is PvP by default). There have been cages and prisons and the like for a while now, but players used to be able to kill themselves by thrashing about, as the esteemed sir throttlejam mentioned above. Handcuffs remove this ability, and make it so that other players can manipulate your inventory directly.

The player responses to throttlejam’s plight go on to demonstrate that one really can justify anything. They basically run the full gamut from “your friends will save you” to “you got what you deserve for not playing with friends” to “go play on a different server.” Quick note: your character’s progress is limited to the specific server you are on. Playing on a different server basically means rerolling.

Some people were doubting throttlejam’s description of events. Surely it can’t be that bad? Which then led to this description:

You’re not unconscious. You’re handcuffed and they put weight in your inventory to encumber you so you can’t move and they force feed you like taming a dino. All you can do is stand there and wait… forever. You’re in a cell made of greenhouse glass and you can see everyone else being held around you… and there are multiple levels of nothing but cells and captive players. I can see them all.

An immobile player uses very little food or water… so it’s not a big drain on a large tribe’s resources to imprison a LOT of player avatars. On this server there are maybe 20 – 30 players online at one time… and these guys have most of those players avatars in lock up. How’s that fun?

…I think I’m done with Ark for now.

For the record, it is not necessarily due to Ark’s dedication to raising the bar for sociopath simulators. Indeed, my gameplay thus far as been entirely on a single-player server – I went to a official PvE server for about five minutes, saw a huge player-constructed tower, and remembered I don’t actually like people all that much. No, I’m primarily done with Ark for the time being because not even a GTX 970 can eek out more than about 24 fps on a good day.

Well, that, and I built a small hut, then a larger hut with a better view, then realized that I’d never be able to farm with a nearby source of water. I actually scouted abroad pretty far, found a nice area near a river, and then it occurred to me that I’d be looking at another half dozen hours just gathering resources. Let alone taming dinosaurs, or venturing out and getting immediately eaten by raptors.

There’s fun, and then there’s fun. I’m more in the mood for the latter.

Dirty Bomb

Dirty Bomb is an Overwatch-esque* TF2 clone in perpetual Open “we’ll take your money though” Beta. It features fast gunplay, pseudo-Titanfall maneuvering, overpowered abilities, and a large roster of $9.99 characters.

DirtyBomb_1

Yep, shotgun to chest would explain that death.

I only became interested in Dirty Bomb after the recent Humble Bundle was offering multiple character unlocks and 50,000 points (enough to unlock another character) in the $1 tier. Now that I have around 10 hours invested, I can perhaps see this game as being a stopgap FPS solution to my Overwatch itch.

There are some interesting things going on in Dirty Bomb. Before heading into a match, you have to lock-in three Mercs – while you will be free to swap between them mid-match, you cannot select any others. Running speed is affected by your currently equipped weapon ala Counter-Strike, so running around with knives out is the best way to get around. There is a limited amount of wall-jumping and various “long-jump” shenanigans.

One of the mechanics I enjoy a lot is the downed state. Basically, when you “die” you really fall to the ground and writhe around until the wave-based respawn timer triggers. While on the ground you can be revived by any character if they spend 5ish seconds holding F down, or instantly by any of the Medic class abilities. The other team can prevent a rez by finishing you off, either by pumping more bullets into your prone form, or landing a melee hit. I enjoy the tension in the choice to finish someone off, as bullets are in short supply (you basically have 2-3 clips unless you have an Ammo guy on your team) and splitting your attention in the middle of a firefight can be deadly. Do you finish that guy off, or try to take out more people and risk a Medic zipping in and instantly reviving him?

DirtyBomb_2

Pardon the stickie bomb stuck to my face on the left, there.

There are some shortcomings in Dirty Bomb. First, the game looks like it came out in 2010. While that does ensure that it’s playable on a number of PCs, the lack of production values of almost any kind makes me leery of “investing” in expanding the roster. Not necessarily in the money-sense – if you only play with Missions up (which reset every 3 hours), you can unlock a new Merc every ~10 hours of gameplay – but in the time-sense.

Second, the game feels unbalanced all to hell. Nowhere is this more evident than in the “Execution” mode, which is essentially Dirty Bomb pretending to be Counter-Strike… with a grand total of two maps. With respawns disabled, it becomes very evident that the characters with airstrike and orbital laser bombardment abilities are far and away better than more generic characters, in the sense that they can one-shot most everyone.

Overall though, Dirty Bomb is fine for what it is: a F2P FPS distraction. If you are like me and have zero interest in trying to get into TF2 after nearly a decade of updates and uber-veterans, you could probably do worse. Maybe. Whatever, it’s fun.

* Obviously Dirty Bomb came out before Overwatch, so it’s not technically Overwatch-esque, but you know what I mean.

Impression: Infinity Wars

I took a look at my Steam Wishlist the other day, and noticed that one of the items was a F2P game called Infinity Wars. It was not a game I was expressly seeking out, but one of those games casually mentioned that I wanted to check up on later. “Hey, why don’t I just, you know, take care of that?”

So I did.

Infinity Wars bills itself as a digital TCG, but plays out as a hugely complex combination of Hearthstone, Magic, and one of those elaborate board games that weird friend of yours keeps trying to get you to play.

InfinityWars_02

This Draft game isn’t going well already.

The basic premise is that each character has 100 HP, 100 Morale, and a fist full of cards to reduce one or the other down to zero. Oh, and you pick three creature cards to play in your “Commander” zone before the game, and those determine the “purity” of your deck, e.g. what type of cards you can put in. You gain 1 resource per turn, sort of like Mana Gems in Hearthstone, and the creatures you play have persistent HP levels also like Hearthstone. But rather than there being just one play area, there are three per side: attack zones, defense zones, and support zones. And the order in which you place creatures in a zone matters, as if they were lanes in SolForge (which can you rearrange at will). Also, there activated creature abilities and spells you can cast.

Oh, have I mentioned that all turns are simultaneous?

If this sounds like a complicated mish-mash of mechanics, that’s because it is. Rounds in Infinity Wars are incredibly, stupidly complex with about a million and a half different ways for things to go wrong (or right, depending on your ability to bluff and/or get lucky). For example, say you have a 7/7 and a 5/4 creature currently in the Attack Zone, while your opponent has an 7/4 in his Support Zone. The “ideal” play here would be to keep both your creatures in the Attack Zone, but rearrange them so the 5/4 is left-most, with the assumption that your opponent puts the 7/4 in the Defense Zone, they kill each other, and your 7/7 wins the day.

But maybe your opponent isn’t dumb, and knows you will do that. Perhaps they move the 7/4 to the Defense Zone but also plays a spell targeting your 5/4 that deals 4 damage, which would kill that creature and allow the 7/4 to trade with the 7/7. But maybe you figure that is what he would do, so you actually move the 5/4 out of the Attack Zone and into the Support Zone instead, thereby making it an invalid target for that spell. And maybe your opponent figures he will hedge his bets by also casting a separate spell to buff his 7/4 creature by +5/+5, so it can beat your 7/7. But you happen to suspect such shenanigans, so you move both of your creatures to the Support Zone.

End result? Nobody takes any damage, all creatures live, and your opponent has a 12/9 in the Defense Zone. Begin planning out next round.

The problem with Infinity Wars is exactly that: the complexity. Sometimes you can get your opponent to overthink themselves into just taking a ton of damage to the face. Other times you get tricksy and get wrecked. Or maybe you join the New Player – Constructed queue, and get matched with someone who plays the goddamn USS Enterprise.

InfinityWars_01

Thought I was kidding?

I still don’t know what the fuck that even does – I blocked it once with a random creature and it got Phasered or something, and returned to my Support Zone and made Exhausted. Simply put, there is way too much shit going on to make an informed decision. All of my opponents cards were new, and I didn’t feel like 1.5 minutes was enough time in a given turn to make rational play. There doesn’t even appear to be a way to review what happened in the last turn, which if true, pretty much kills the game entirely.

Of course, once you get behind in this game, things quickly snowball all to hell considering your opponent can see what creatures you play before they ever get out of your Support Zone (unless they have Haste or Vigilance, creatures have to wait a turn to get moved to the Attack/Defense Zone). If you’re stuck casting one creature a turn, they can simply preemptively target your lone dude with the understanding you either try to block and it becomes a valid target, or you leave it in the Support Zone to make the spell fizzle but also eat another round of damage/bullshit effects.

What Infinity Wars was successful in doing though is making me appreciate Hearthstone all the more. Is Hearthstone a dumbed-down Magic: the Gathering? Maybe. But outside of Force of Nature/Savage Roar OTK combos and the like, you have time to react, read cards, and otherwise get a better grasp of what’s going on in a given game. Magic has deep complexity for veteran players, sure, but that same complexity really fucks over newer players when any given action they perform can be countered seemingly out of nowhere. “OK, I block your creature and it dies.” “No it doesn’t… Giant Growth!” “Oh, you’re tapped out? Fireball to the face!” “Nah, going to return three Islands to my hand to counter that spell.”

I dunno. Maybe if I stick with Infinity Wars, I will get a better grasp on the… Star Trek metagame, or whatever. Or perhaps I will simply realize that this is not a game you can enjoy without diving into the shit face-first.

If subterfuge and ruses and an infinite and a half different possible outcomes are your cup of card game tea though, have I got the game for you.

Mandatory Dungeons

During the discussion about FFXIV’s mandatory dungeons, MaximGtB said the following:

[…] Besides, having these dungeons are in no way a road block, at least when looking at it from an MMORPG point of view. If you can’t spend a few hours to clear a dungeon, maybe failing a few times before you finally succeed, then the game is not for you. What are you going to do at 60, then? Log in, do one or two levequests, then log out?

What I mean to say is that spending massive amounts of time, trying stuff for hours on end until you succeed, and/or suffering pants-on-head morons ruining your game are the bread and butter of the game. If you can’t stand it at level 15, you won’t stand it at the endgame either.

Here is my “much too big for a third-tier nested comment” response:

The mandatory dungeon aspect is problematic for several reasons. The first of which is economic: all that telling a player “this game is not for you” accomplishes is losing out on at least another month’s subscription (assuming they bought blind in the first place). Even if the game is not for you, what sense does it make to force the issue right away?

Second, sometimes what a game is changes for people. Maybe that player solos their way to endgame and leaves at that point anyway. Or maybe they intended to solo, but encountered a stranger that befriended them, and sucked them into the vortex of social gaming for 6+ years. Which is precisely what happened to me in WoW. Had I not been primed already though, I would have quit FFXIV at the “spend 20 minutes waiting for a boring dungeon with total noobs” wall. WoW opted for the carrot, not the stick, and thus captures both types of players while converting a special few.

And, bizarrely, FFXIV already has the carrot in terms of first-time completion bonus.

The third reason is because the vast majority of FFXIV (and most MMO) content is solo. Long-term players run the same dungeons for months grinding 0.2% upgrades, yes, but how much solo scripted encounters, quests, writing, world exploring, etc, is there on the way to level cap? All of that is content the solo player could be enjoying, if not for patronizing “ice-breaking” of these designers.

Fourth, it was just damn inconvenient at the time. The day before I actually cleared the dungeons, I wanted to log on and accomplish things, but I was also expecting an important phone call. When I logged on, I realized that I couldn’t really do anything. Grind FATES and get even further ahead of the leveling curve? Re-run the starting areas a half dozen more times leveling up alternate classes? I wanted to progress things, but couldn’t. So I logged out and played actual games that actually let me play them.

Finally, these mandatory dungeons were boring as hell. What kind of first-impression were they going for? They have to be easy for new players, but that’s no excuse for them to have close to zero backstory for a Main Story Quest. Back-loading all the good bits these days is just dumb. Most MMOs are guilty of this for some reason, but most MMOs came out before we as gamers knew any better (or got to experience the higher bar).

Clearly though, FFXIV is successful enough in spite of the way dungeons are handled. I feel like it would likely be more successful had they taken a different approach, but good luck to them.

FFXIV Impressions: Dungeons

A little while ago I got the early dungeon wall that I heard people grumbling about back in the day: a point near level 20 where the Story quest gets gated around running three dungeons in a row. I spent an entire day’s session pushing through it like a particularly difficult bowel movement, with very similar end results.

FFXIV_Dungeon

Somehow they managed to make playing an Arcanist even more boring.

The first two dungeons were not actually that bad. Long, boring slogs through story-less gameplay, but whatever; I’m not sure Wailing Caverns performed much better when I played it six years ago. Then came Copperbell Mines. If I continue playing FFXIV, it will be in spite of my experience in this dungeon.

To be clear, it is not necessarily the dungeon’s fault. I assume Copperbell Mines is just as bland and flavorless as any other dungeon in this game. But within the first two pulls, I realized we were in trouble. The only non-new player was the healer, and it became very clear that 1) the tank had no clue how to hold aggro, and 2) the lancer had no concept of how dungeons or the holy trinity works at all. The lancer spent the entire dungeon running ahead, grabbing aggro, then running away once his HP hit 25%. While no one can expect a tank to completely take control of that, one can reasonably expect the tank to at least have higher aggro than the healer. Which he could not, to literally save his (and everyone else’s) life.

FFXIV has this reputation as a nice, friendly environment for noobs and such, but I feel that it let us down in this case. Friendly suggestions to not be fucking stupid (paraphrasing) did not reach the lancer, who might have been illiterate for all we know. Had this been WoW, either the lancer or tank or both would have been straight-up kicked (assuming no 4-hour timers) for not doing the goddamn jobs they signed up to do, but no no. It is our responsibility – nay, privilege! – to repeatably wipe with the classical stoic grace of British aristocracy. I summoned my tanking pet to at least give the healer an extra 15 seconds of life and largely went down with the ship with a stiff upper lip.

At the end of it, several things were very clear to me then:

  1. There was zero reason why those dungeons were mandatory for the story.
  2. There wasn’t any story to those dungeons at all. No background material, no Dead Mines-esque buildup.
  3. It was yet another “travel across the world three times sequentially” time-sink, after literally just finishing a similar one.
  4. I’m done waiting 15-20 minutes to play a game.
  5. I’m done waiting to play with bad players.

This attitude will, of course, put me at odds with the standard MMO appointment-gaming zeitgeist.

I was also struck with the realization of what FFXIV’s combat reminded me of: Aion. As in, a pretty world with great animation and bizarre old-school throwbacks combined with an awfully boring combat system. Again, I’m an Arcanist, so I’m sure that has something to do with it – Thaumaturge felt more exciting for the little I played of it. At the same time, I view FFXIV allowing me to pick a boring-ass class more of FFXIV’s problem, than my own.

In any case, my free month is up next week, so FFXIV has until then to convince me it has any redeeming factors at all. People keep going on about the story, but I can no longer tell if they mean an actual good story, or a good story in comparison to other MMOs. Either way, it has the aforementioned amount of time to get down to business if Square Enix wants to continue getting my own.

FFXIV Impressions: Combat

FFXIV has one of the worst-feeling combat systems I have ever played.

FFXIV_LevelDifference

Must be some hill.

It is not just the 2.5 second global cooldown, although that is a significant factor; it is the entire early game experience. I started with Arcanist, which is probably something I shouldn’t have done to begin with, and here are the levels in which I get buttons I can use:

  • Level 1: 2.5-second generic nuke.
  • Level 2: instant-cast DoT
  • Level 4: Summon and forget a pet
  • Level 6/8: 60-second cooldown gives a buff that let’s you press a button once.
  • Level 10: 2.5 second cast DoT
  • Level 26: 2.5 second cast DoT
FFXIV_Arcanist

Eww.

So, from levels 1-9, you press 1-1-2-1-1-1, then from levels 10-26, you can press 3-2-1-1-1-1.

I thought that melee had it better, but when I rolled a Marauder, I saw that the level 2 ability was a 2-minute defensive cooldown and I instantly deleted the character. Now that I look at the rest of the Marauder ability list, I do see quite a few extra buttons to push, but I was pretty exacerbated at the time.

I did manage to get a Lancer up to level 8, and I will say that melee definitely feels better than Arcanist at least, but my Lancer was a Miqo’te so… yeah.

FFXIV_Exenterate

I hate when I’m disemboweled for 30 more seconds than normal.

Now, I have heard all the arguments already – something something console gamers, something something players new to MMOs. But, Christ, this is vanilla WoW paladin-level nonsense in 2016 (or 2013, whatever). Regardless of whether it ramps up to having too many buttons to push at max level, the era in which a game gets away with having a boring start is basically over.

…or not, considering how FFXIV is clearly the #2 MMORPG on the market at the moment. But still! In terms of combat, Guild Wars 2 beats FFXIV hard enough that even FFXI gets bruises, let alone in comparison to WoW. The moves look fancy, but that’s just because you have to look at something while you wait one extra second * a million goddamn times.

[Fake Edit:] After writing the above, I realized that I hadn’t actually seen the WoW beginning experience sans Heirlooms in like three expansions. So I went ahead and created a “F2P” Starter account and rolled up a Warlock, Mage, and Paladin. Conclusion? As it turns out, WoW doesn’t really give you many abilities either:

WoW_WarlockPaladin

Paladin in particular looked pretty heinous, with Crusader Strike having a 4.5 second cooldown and Judgment not coming until level 5. If I’m looking at Wowhead correctly, it seems like Paladin is Crusader Strike, Judgment, Templar’s Verdict until… level 38, when Hammer of Wrath unlocks? Can that be correct? Holy fuck. I haven’t leveled a Paladin since TBC, but I’m pretty sure that was my rotation throughout all of vanilla content. At least back in the day, we had to recast Seals every time we hit Judgment!

In any case, one of the differences I noticed right away on all the WoW characters though was how utterly satisfying it was to kill mobs. The Warlock had 2.5-second Shadowbolts just like the Arcanist, but the Warlock was 1-2 shotting all the creatures in the opening areas. Hell, Corruption at level 3 was more than enough to kill them in seconds too. Try that with Bio and let me know how it goes.

So, basically, I’m sticking with what I said earlier: FFXIV has one of the worst-feeling combat systems I have ever played. And that negative feeling apparently has everything to do with the longer GCD and longer Time-to-Kill, rather than lack of abilities. Although more buttons to push would help a lot in making the combat feel less like a slog.

FFXIV Impressions: Beginning

Amazing opening cinematic? Check. Playing for two hours without entering combat once? Check. Playing a Final Fantasy game: confirmed.

FFXIV_Sun

Fantastic skyboxes.

I had bought FFXIV ages ago for $15 in some sale or another, and had ostensibly been waiting for a good time for me and a friend to jump in together. The GTA 5 brouhaha, however, gave me an impetus to clear hard drive space and I didn’t want to redownload FFXIV again. So I channeled my inner Shia LaBeouf and just did it.

The first thing I encountered (after the lovely character generation screen) was the inability to create a character on Hyperion. Apparently when there are a lot of people logged onto a given server, Square Enix just shuts down character generation for a while. There are websites to keep track of this sort of thing, but they are only updated every couple of hours. In digging around, it appears this issue is related to the fact that FFXIV does not boot you for being AFK. Like ever, apparently. Leave the game running for 10 hours while AFK? You keep your spot. Game has been out for three years, right? Don’t know if this is a Japanese thing or what.

[Fake edit:] Apparently they finally added an auto-AFK logout in the recent expansion.

Characters with fully-rendered panties seen through basic armor, though? Definitely a Japanese thing. And technically Korean too, but who’s counting.

FFXIV_Tail

Total accident in character design, I’m sure.

I ended up creating two four characters, as given how every character can be every class, the most important decision you can make is deciding on a look. And, bizarrely, this made character creation almost more difficult for me. If you don’t like playing a Druid in WoW, create a new toon. If you don’t like playing a cat-person in FFXIV though… good luck, as you’d need to do everything all over again.

I’m assuming there is a way to pay money to change it.

In any case, I stuck with human, because as nice as the Miqo’te look, I’m not terribly convinced that the tails won’t look goofy in endgame gear. Or any gear, really. Still kinda gun-shy with tails after sticking with my namesake draenei in WoW for nearly a decade and basically having 100% of all cloaks look dumb. Plus, apparently the Miqo’te are the spiritual Blood Elf equivalent in FFXIV, so there’s that. I almost stuck with Lalafell for the lol’s, but it was actually the running animation that nixed it for me. Playing a gigantic Roegadyn healer briefly crossed my mind as amusing, but my human (or “Hyur”) was already an Arcanist, and that seemed silly.

Further impressions to come.

Splitting the Hearthstone Baby

Breaking news: Blizzard finally did it. They really did it.

Hearthstone_Format

God damn you all to… nah, it’s cool.

In traditional Hearthstone fashion, the news of Blizzard splitting the Play format baby into Standard and “Wild” seemed to randomly come out of nowhere. In the scheme of things though, such a move is all but inevitable in CCGs, as it is the only legitimate tool to combat power creep. Magic: the Gathering has had different play formats for decades now, and has survived and thrived since then.

But I must admit it still feels a bit different here.

That could very well be because Blizzard is doing it differently. You can read the rundown on Hearthpwn, but the big takeaway for me was how they are up and removing Adventures and expansions from the store when they cycle out of Standard. As pointed out in one of the million Reddit threads streaming through /r/Hearthstone at the moment, this could very well doom the Wild format before it even begins. If you’re a veteran who already has Boom & co crafted? Go compete in Wild. If you’re a new player? You have zero recourse in breaking into this legacy format other than squeezing thousands of Dust from Standard packs.

…hmm. That’s actually not all that different than how Legacy goes in MtG currently. And considering Hearthstone’s Dust system allows you to craft any card you want, you aren’t actually limited to spending $500+ for a single card; technically the Dust can be accumulated over time from wherever.

Hearthstone_PaladinNerf

How will I predict the Paladin curve now?!

Regardless, the actual earth-shattering effect of the format split are all the cards cycling out of Standard. Dr Boom has been such an iconic representation of all the idiocy in how the devs balance Hearthstone, but this almost feels… too abrupt. Paladin loses Shielded Minibot and Muster for Battle and Piloted Shredder. Belcher? Gone. Zombie Chow? Gone. Everything? Gone. This is more than metagame shifting, this is game-game shifting.

And let me just say how brilliant this move is from a business perspective too. Blizzard just wiped out half of everyone’s collection, and most of the people still playing won’t actually mind all that much. “You can just play Wild.” Yeah, until you realize that a year or two from now it will be a cesspit of broken synergies which will make you pine for the halcyon days of Secret Paladin. To compete in Standard, you’ll have to have the latest sets, which means purchasing more packs and Adventures on the regular, when your old staples like Belcher and crew sufficed as stopgap measures up till now.

To be clear, I’m excited about these changes. For one thing, it’s an re-dedication to actually balancing their game. Before, Blizzard’s “policy” was hoping that broken cards were replaced by newer, more broken cards in the next set. Or that a particular deck would just naturally fall out of favor. But now? As noted in their announcement:

The arrival of Standard format will also be an excellent time for us to take stock of Hearthstone. While normally we’re quite conservative about making balance changes to Hearthstone cards (and we’ll continue to be in the future), we’re planning to take the new Hearthstone year as a golden opportunity to re-evaluate a number of cards in the Basic and Classic card sets, including class cards, and make some long-considered adjustments.

Everyone is pretty much taking this to mean a nerf to Druid combo. Indeed, PCGamer said as much:

On the subject of balancing, Blizzard will be addressing some of the more problematic basic and classic cards to ensure they don’t have a negative impact on the Standard metagame. Again, there are no details on which cards are being looked at, but I was told that less than 20 will be nerfed and none will be buffed. Perhaps we’re about to see the end of the Druid combo after all.

Point being: Standard is going to have to be balanced. It probably won’t be, but there’s going to be no excuse for it not to be under this paradigm. Calling it now, though: there will be a series of months in which Wild will be more balanced in the aggregate than Standard. And that will be both hilarious and sad.

In any case, I’m looking forward to seeing how all this plays out.

I Get/Don’t Get GW2

Since reinstalling the client a little over a week ago, I think I have spent more time reading about GW2 than I have playing.

The initial issue was as I described: picking a class that I wanted to play. I’m not sure how normal people do this sort of thing, but my standard operating procedure is a combination of getting hands-on while also reading the latest news about said class. Nobody wants to play a class about to be nerfed. The other issue is that you can read about how powerful a given class can be, but if the button combinations required to get there aren’t fun to push, then it doesn’t matter.

GW2_Space

Quite nice.

My original thought was Thief or Mesmer, so I started there. Then after playing a while, I realized something: if you aren’t playing GW2 for the WvW gameplay, why were you even playing? The game’s narrative is background noise, endgame progression is wardrobe-based, dungeons are about speed running exploits, and world PvE content consists of Champion trains and dragon zergs. You don’t even really have anything to look forward to while leveling either, as you can generally unlock every ability you are ever going to use by level 31, even under the revamped system. The only really redeeming feature seems to be WvW.

Or is it?

I’m still conflicted myself. I ended up going Necromancer as a class, which I had avoided at the time because of all the bugs and other issues. As it turns out, Necros are pretty damn powerful if you just ignore pets. Between that and the ability to really annoy zergs of any variety (PvE or PvP) from the relative safety of range, I felt like I had found a better home, class-wise.

Issues remain, however. It’s been three years, but I still remember all these level 30 zones I am going through, and the non-existence of their narratives. Combat feels floaty and insubstantial. The economy has inflated massively, and yet there really doesn’t feel like there is anything of value I can do/gather/create for cash. The more events I go though, the more it feels like I’m just mindlessly grinding for no reason. There might not be a mechanical difference between this approach and grinding out quests in WoW, but it emotionally feels different.

I was about to pack it up for good (again) when, in the course of doing an easy achievement daily to satisfy the 3 achievement daily daily, I just… sort of looked around.

GW2_Trees

Something something forest for the trees.

Those are trees. Duh, right? But looking at them, I began to really (re-)appreciate the sense of space that GW2 manages to generate. Each of those are an individual tree that you can walk around, get stuck on, and use to block projectiles coming at you. Other games might have a higher graphics fidelity than GW2, but I haven’t played one that quite felt the same walking around inside. There is almost a Skyrim-esque feeling to the terrain, insofar as you can reasonably look at an area and decide “hey, I want to climb that mountain over there” and be able to do so. This really comes through in the jumping puzzles, but those are just a byproduct of the underlying design allowing you to play in a remarkably detailed 3D space.

The only skyboxes in GW2 appear to be just the sky.

So, I feel like I “get” GW2 now – it is the best exploration MMO I have ever played. It’s just too bad that exploration isn’t enough for me as a player. I either need a reason to explore, or the ability to do something interesting once I arrive. I’m just not getting that feeling from GW2, and I’m not sure that I ever will. But if I ever get the desire to really walk around in a fantastical fantascape, I know which game to boot up.

Metal Final Gear Fantasy Solid

Has anyone else gotten a chance to watch that latest FF15 gameplay video? You know, this one:

It looks cool as shit… but I’m trying to imagine an alternate scenario in which it was just an untitled mystery video. And there wasn’t that demo released last year. Would anyone have believed it was the next Final Fantasy game?

Or perhaps more to the point: does it even need to be a Final Fantasy game?

I stopped playing the series after FFX-2 – not because of FFX-2, but simply because I transitioned away from console gaming in general – so perhaps it’s a natural evolution post-FF13 or whatever. I seem to remember FF12 having some kind of real-time combat system where characters basically attacked by themselves or something? Never played that one more than a hot minute, myself.

Ah well. We’re getting a FF7 remake, so Square can do what it wants.