Forever Skies is a survival sandbox – airbox? – currently in a beta playtest state. The central premise is that the Earth has been wrecked by several flavors of disasters such that the only safe means of exploration is in a customizable blimp above the roiling green fog below.
The beta is severely limited. As soon as you unlock the blimp, a 20-minute timer counts down and things just end no matter where you are. Nevertheless, I still got a feel for the basic gameplay loop.
Forever Skies is essentially a simpler, airborn Raft. One of the principle tools you have is a blimp-based extractor gun that allows you to deconstruct specific objects at a distance. The main two resources have been Metals and Synthetics, which you can extract in unlimited quantities from floating tumbleweed-esque things. These let you build insect fishing lines (which penetrate the green fog below), moisture extractors, water purifiers, and create fuel for your engines. Although I appreciate the fact that the tumbleweeds ensure one doesn’t get stranded in a failure state while exploring, it does sort of undercut any perceived need to explore anywhere – you essentially solve all food, water, and fuel concerns within 5 minutes of getting the blimp.
In any case, one of the limiting factors in the creation of additional higher tech goodies are Solid State Batteries, which are found in sort of light beacon structures on the tops of skyscrapers. I managed to have time to float towards one such structure, explore around, grab the battery, and then build the tool that allows me to add rooms (etc) onto the blimp. I then unlocked the ability to create a turbine, which would have allowed me to fly higher up, presumably granting increased access to other such “islands” above the clouds.
Having written this out, my impression is less and less that Forever Skies is a sandbox at all. Even if each beacon island (or probably their location) is procedurally generated, you are not really “exploring” anything on the way to one. And once you arrive, your goal is to A) grab the battery and B) check for blueprints. Hopefully there are more uncommon ingredients introduced later on, as the tumbleweeds essentially made anything else you could pick up redundant.
It is difficult to gauge where exactly along the Early Access progress Forever Skies happens to be. If this demo is early-early, then good. If what I saw was basically Beta… yikes. The trailer seems to indicate that this is not the case, what with the sample environment not looking exclusively green, there being a few additional tools, and a better-looking blimp.
Still, I have some concerns about the sort of fundamental “island to island” gameplay. In short: meh? The overall concept of the game is different than other survival ones – no trees to punch, for example – but the islands may as well be instanced puzzles inbetween loading screens. This isn’t Subnautica where there are interesting things going on around you, even if you are in transit to another spot on the map. Effectively nothing else exists outside of the blimp and islands, which is why it reminds me so much of Raft. The trailer indicated that maybe your blimp will take damage from storms or creatures or whatever, but again, that alone is not going to elevate (har har) the experience by much, if at all.
Also? The demo has you get a virus early on from eating a melon, which results in you taking damage any time you look towards the sun. Okay, fine, that’s unique. You end up curing the virus by eating a pepper in another area. Like, I know that the premise of the game centers around viral shenanigans, but I’m not exactly sure what this sort of “mechanic” is supposed to bring to the game. Maybe an enforcement of not being able to exclusively grow melons (which you can’t do in the demo anyway)? Are we going to routinely get infected with random shit and need to go to the next island for the cure? In some games, you do need to encourage players to expand their horizons instead of turtling in one particular area. This one ain’t it – there isn’t anything else to do but head to the next island.
In any case, that’s the Forever Skies demo. I’ll submit my feedback in the more proper channels as well.
Syp is giving Cryptic some additional grace, but the open beta for Magic: Legends is perhaps the worst open beta for a game I have played. Sure, there are objectively worse ones out there, but the first impression missed so hard that it’s flying off into space.
What is Magic: Legends (M:L)? Once upon a time, it was supposedly going to be an MMO based in the Magic: the Gathering universe. Instead, we’re getting an isometric ARPG in the literal vein of Diablo. Which… is not the worst thing in the world. I have played all games in the Diablo franchise, along with Torchlight 1 & 2, and dabbled in Path of Exile. Do UnderMine and Children of Morta count? I don’t do any legendary-grinding in these games, but am otherwise fully onboard with the general gameplay.
At first blush, M:L looks just like those games. A lot of mouse clicking to move around and attack, some special abilities, extremely gorgeous backgrounds, and so on. I can forgive the 20 FPS given that it is beta – something is clearly not optimized – but there are two things that kills the experience.
First, there is no loot. At least, there hasn’t been after 2+ hours of play. There are artifact slots and such, so that I know these things exist somewhere, but items and gear do not drop from enemies normally. Sometimes there is gold, most times there is nothing. I do not need a full set of gear from every mob, but I have no real idea what the moment-to-moment motivation for the game is supposed to be without that dopamine hit, or chance thereof.
This is especially problematic given the second issue: the gameplay isn’t fun. Characters have three baseline abilities based on their class. All other abilities are tied to “cards” that you slot into your “deck,” like in traditional Magic. And just like in traditional Magic, what cards you draw are random. Using an ability causes it to both go on cooldown and be shuffled back into the deck and new ability replace it.
So… chew on that a minute. You are playing Diablo 3 or Path of Exile or whatever, and each time you use an ability, it disappears from your bar and is replaced by something else entirely. You are then stuck with those abilities until you use them on something else, or perhaps just cast it on the ground. Oh, and you are also limited by your mana meter, so it’s not like you can rapidly cycle through abilities either. Do that over and over, clearing an entire map, and enjoy the 500g and zero items you receive. Then go spend that currency buying booster packs of random abilities to slot into your deck. Whee!
I kinda get what devs might be going for here. Having dead abilities is a natural consequence of deck building; presumably you would want a deck with a lot of AoE cards if you’re farming, then swap out for more single-target abilities for bosses. Things might get better once you unlock more than two ability slots too. And by going straight for currency farming at the beginning, there is no bait-and-switch that happens to the average player once they hit the endgame.
At the same time, it feels like a colossal disaster in progress. Pushing buttons isn’t fun, the loot isn’t fun, and the monetization strategy isn’t fun. How much can realistically change in Open beta? If the answer isn’t “the whole damn thing” then Cryptic is in trouble.
Syp has a post up about how Battle for Azeroth really isn’t that bad.
[…] I had left last October after burning out a couple months into the new expansion, feeling both overwhelmed at the grind and underwhelmed by the direction and features. I think I needed that, as I had been playing more or less nonstop for two-and-a-half years before that point.
And with a somewhat negative exit alongside of many others who were very vocal with expressing their displeasure over the expansion, it kind of got cemented into my mind that BFA is terrible. Coming back, I can’t say that’s the case, and while it’s trendy to bash BFA these days, I’m also seeing that it’s not as bad as some of the hysterics have made it out to be. It’s no Cataclysm, and it’s not suffering the content drought of Draenor, that’s for sure.
As I commented over there, I find it kind of glib to suggest that an expansion that has had almost 11 months worth of time to be fixed, including two major content patches, is “not as bad as some of the hysterics have made it out to be.” Indeed, the two initial points Syp brings up – overwhelming grind, underwhelming features – have not, to my knowledge, actually been fixed. We may not still be in the situation of needing to grind out Azerite Power to unlock abilities we already had before upgrading a piece of gear, but the very fact that Ion and the rest of the clownshow at Blizz HQ thought it deserved to make it off the whiteboard is embarrassing. Or how Titanforging makes it so that you are never actually done with gearing, ever, with zero possibility of being “complete” save for the sweet release of death (or subscription lapse). Or how you never gained anything from level from 110 to 120, and only grew weaker against the same mobs you had been fighting all along.
Suppose those things had been fixed though. I stopped playing mid-October of last year, so maybe they even have. Could that mean Beta for Azeroth was actually a good expansion?
The question seems nonsensical. It was clearly a terrible expansion for me and tens of thousands of others. It was a terrible expansion for Syp who identified the precise flaws and quit too. I can understand being able to “come back” and revisit the experience with a fresh pair of eyes and expectations. But is it even the same game? Is Syp playing it in the same way? Can an MMO expansion be “good” if the limited PvE content is fun, but everything else about its design suffocates long-term play?
Less than two months ago, I wrote a post called Bygones in which I talked about how holding game grudges doesn’t always make sense. If someone asks about Diablo 3 these days, bringing up the Real Money Auction House is basically a non sequitur. No Man’s Sky’s original release state might give you some perspective about its developers, but… actually, it wouldn’t, because the current difference is night and day.
Should Beta Battle for Azeroth receive the same courtesy?
Maybe. Perhaps some grudges take deeper root when it feels personal. The last time I played WoW was a whole baby ago, so maybe everything feels improved. Nevermind the fact that it does matter what sort of experience you are looking for in the first place – an endgame being crap shouldn’t concern a tourist just looking for leveling thrills and some plot.
And yet… nah. I won’t begrudge Syp’s fun anymore, but I do take BFA’s design almost personally. I wasn’t a big subscriber to the whole A Team vs B Team thing, but there isn’t a whole lot of explanation as for why BFA released in the state it did on the tail end of Legion, which got so many things right. When you look back, it goes BFA (bad), Legion (good), WoD (terrible), MoP (good), Cata (awful), Wrath (amazing), TBC (eh), vanilla (supposedly good). This probably bodes well for whatever comes after BFA.
I managed to put a solid five hours of play into the Fallout 76 Beta last night.
My overall impression is that the game is fun, despite the frustrations. Whether the game will continue being fun for any particular length of time is another matter entirely.
Let’s start with the basics. The game is gorgeous. Prior Fallout titles judiciously used green/brown wasteland scenery and only populated certain pockets with relatively normal plant life. Here in West Virginia though, you start out in a vibrant, Autumnal wilderness. The music has also been surprisingly good. In fact, I pretty much have left the Pip-Boy radio off through my entire playthrough. One, because it was unnecessary, and two, because everyone around you can hear it.
Speaking of other people, well, they exist. I did not run into any griefers during my playthrough, nor did anyone stream rap music or racial slurs. Conversations were cordial, and mostly focused on pointing people towards where the good loot was located. As reported pretty much everywhere, there is no text chat – everything is open mic.
That said, people are also distracting. Listening to one of the dozens of holotapes strewn across the landscape is hard when XxSephirothxX is chatting about (and demonstrating) how the cars can be punched until they explode in a huge fireball. You can always listen to the holotapes later, but they are often context sensitive to where you found them.
The economy of the game takes a significant shift in thinking. Within about ten minutes of starting, I came across a few ruined buildings with about five Scorched (burnt ghouls that can use guns). I killed four but actually died to the last one, which appeared to be an elite of some kind (had a crown near his level indicator). I respawned, walked back down, picked up my bag of dropped junk, killed the elite, and started looting. The elite was somehow carrying half a dozen pipe rifles. Jackpot, right?
There are vendor robots and kiosks in various locations, but the vendor rate appears to be 10% or less. As in, if the item says it’s value is 30 caps, you get 3 caps at best. Fast traveling about four inches on the map costs 7 caps. Moving your CAMP costs 5 caps. Blueprints are 120 caps.
The vast majority of the time, you are much better off scrapping… well, everything. Collect a bunch of weapon, Junk, and other sundries, find a workbench of any kind (thankfully) and break them down for parts like scrap metal, screws, and the worth-its-weight-in-gold aluminum. Breaking down weapons gives you a chance to acquire modding blueprints and the like as well. Then take those bits and pieces and upgrade, repair, and otherwise craft the gear you want.
This feels like more of a sea change in practice than it might come across in text. Damn near everything drops weapons… which I guess normally happens in Fallout games. But now you need to hoard stuff and collect all the things so you can scrap it, because crafting is now a huge component to the game at every level. Settlements in Fallout 4 might have been whatever to you, but your CAMP is basically the only home you’ll ever have. Weapons and armor wear down and break at inopportune times, and even if they don’t, you need this stuff to upgrade your existing stock.
Having said all of the above, there are some somewhat serious concerns.
For one thing, the inventory management of Fallout 76 is hardcore. Now, it’s a typical Fallout game insofar as weight is basically the only driving concern… but it’s a big one. A lot of people on Reddit found out early that your Stash (shared inventory) has a weight limit of 400 lbs of stuff. This might seem like a lot or a little, but the bottom line is that you can easily reach this cap in less than 10 hours of playing. Hell, if you come across some early Power Armor, that’s nearly 100 lbs right there. Junk has weight, scrap has weight, weapons that you can’t use yet – yes there are minimum level restrictions on weapons – have weight. All of this adds up quickly, and I have no idea what exactly the plan is for when you aren’t level 7 and have a full Stash. Throw everything out? Only loot 1-2 key resources? I’m hoping that this weight limit is a Beta thing.
Another issue is that this game is very much a console port. Again. Pressing Esc brings up your map. Then you have to press Z to open the settings/options menu. What? Fallout has never had a particularly good UI scheme, but I found it largely impossible to tell what blueprints I had just acquired from scrapping a gun. For example, I unlocked “Ivory Handle” but did not see it as an option when modifying any of my guns. Maybe it was an ivory handle to a knife? No idea. You have to dig into the Pip-Boy to find out what the disease you just picked up does. Again, this is par for the course for Fallout games, but this is also a no-pause, no safe place survival game.
Don’t get me started on the CAMP screen when trying to build shit. Let’s just say that Z and C are involved to navigate around. It’s not intuitive at all.
There is no Beta tonight, but there will be some extra time this weekend. I plan on playing as much as possible. The game is a lot of fun, despite my grumblings. But like I said at the beginning, it’s hard to tell for how long. At some point, there will be a transition from “loot all the things” to “can’t loot all the things” to “don’t care about looting things.” It’s tough to forecast how quickly that transition will occur, but I can already see it on the horizon.
When it comes, I suppose that’s when we’ll see the griefers really come out of the woodwork.
I’ve been reading the Beta previews on various sites, and am fully aware of the mixed reviews.
Nevertheless, as a member of the Press© it is my solemn duty to soldier on so you don’t have to. And not because I’m an irrational Fallout fanboy willing to settle for damn near anything post-apocalypse.
There is an interesting post up over at MMOBro asking whether or not Overwatch is missing the mark. The conclusion Tyler comes to is this:
For what it is, Overwatch is a solid game. The core gameplay is strong, the art is fantastic, and the action is plentiful. But it is an incredibly narrow game. It’s a fantastic experience for those who crave intense, high octane competitive play, but very unwelcoming for everyone else.
Having spent the last week playing Overwatch 2-5 hours a day, I am inclined to agree.
Most of the criticisms brought up by Tyler are legit. While single-player campaigns in games like COD and Battlefield are generally superfluous, they are value propositions and used extensively to sell boxes via commercials. Blizzard appears to be treating Overwatch more like a MOBA in the sense that they are crafting a lore-rich story and intricate characters that have nothing at all to do with the game itself. Or maybe the straight Team Fortress 2 comparison is more apt.
Regardless, it does feel a bit jarring to have all these production values without a production.
Also, it is very much true that Overwatch is not a particularly welcoming game. The average Time-To-Kill varies, but it very often can be “Instantly.” Junkrat and Reaper can often kill 3+ people practically out of nowhere with their Ultimates, which is kind of a big deal in 6v6 matches.
Indeed, the team size is small enough that a skilled veteran can often single-handedly lock down a match by themselves or a complete noob on your side can result in a demoralizing, grinding loss in an otherwise even match. I’m not sure what kind of matchmaking Blizzard had active during the Beta (assuming they had anything at all), but it didn’t seem to be working that well. The fact that the teams stay the same from match to match (there is no team shuffling) just encourages people to bail to try and find a different server with the possibility of a better team, which just increases the queues for everyone.
Having said that… this is technically still beta. One of the criticisms from Tyler was:
That in and of itself is not necessarily a problem, but there’s nothing else to the game. Blizzard has repeatedly shot down the idea of offering any other game modes.
This is not entirely true.
In fact, if there is contrary info out there, I’d like to know where, because Kaplan has said this:
Yes. The version you are playing now is what will go live at launch (there will be some bug fixes etc…). We also have Competitive Play, which was a feature that was live in Closed Beta. We removed it from Open Beta because we received a ton of great feedback on how to improve the system. We had a tough choice. It would have been awesome to have the feature in for Open Beta and Launch. But we felt like we could really improve on some things so we opted to have the feature come out shortly after launch. We’re hoping that our efforts in the Closed Beta to try to get things done quickly and at high quality aren’t lost on our community — but we also never want to sacrifice the quality of the game by putting something live that isn’t up to our standards.
We’re also working on a TON of post-launch features and content. It’s going to be a pretty amazing summer…
Indeed, Overwatch has borrowed Hearthstone’s Brawl mechanic in which there is a weekly mode with “crazy” new rules. This past week it was random hero selection upon death, and the ability to switch heroes disabled. Not only was this a brilliant, relatively stress-free way to experience characters you might feel bad for picking in a normal match, if Hearthstone is any indication, it is also a test-bed for future mechanics.
Just think about how much live data Blizzard could pull from any given match, in terms of whether stacking three Roadhogs was effective given X or Y factors. Seems dumb now, but maybe that very thing will inform a future, more robust AI for bots down the road. Or when the Brawl from before was normal Overwatch but 75% shorter cooldowns.
Far-fetched? You be the judge:
So, in the final before-launch analysis, I conclude that… Overwatch is fun. I wish I was playing it right now. Assuming that Blizzard fixes the matchmaking and horrible DC experiences, it will absolutely become a part of my “I don’t know what to play right now” rotation. You can easily get four matches done in 30 minutes, which starts to make you wonder if Blizzard’s master plan (assuming there is one) is to fill in the holes in WoW’s design with other games. Waiting for dungeon queue? Play some Overwatch. Which is absolutely easier to jump in and out of than Hearthstone or Heroes of the Storm.
However, much in the way that raiding isn’t for everyone, neither is Overwatch. If you are John Q Casual, there isn’t much for you to do (at the moment). The scope of the Battlefield series is such that you could always tag along a squad as a medic or supply guy and generally not be nuisance while rendering material assistance to your team. In Overwatch? You’re a straight liability, even if you are a healer. Especially if you are a healer. Because the better players might assume you’re competent and not pull a healer themselves.
So as I mentioned before, I agree with Tyler. If you’re looking for quick bursts of kinda frustrating, often amusing FPS action, Overwatch is pretty damn good. Just make sure that is what you’re looking for before you throw down $40/$60.
I managed to get into the Overwatch beta stress test this past weekend, and ended up logging a dozen or so hours with the game. Did I have fun with the game? Absolutely, yes. Am I still concerned with the game’s longevity and overall direction? Sadly, also yes.
Matches in Overwatch are generally over quick. In fact, here is one with me playing Pharah:
That’s five minutes from start to finish. Respawn timers are 10 seconds. There were a few matches that went for 10-15 minutes, but for the most part, the only downtime you’ll experience in this game are either in-between matches or running back from the spawn room to the fight. Time-to-Kill generally depends on the character, but you can be one-shot or otherwise die within 1 second depending on what goes on. Fighting is almost always quick, manic action from start to finish.
One thing that I’ve enjoyed more than I thought I would are the MOBA-ish elements. There are four archetypes – Offense, Defense, Tank, Support – and each character generally has two abilities with cooldowns and an Ultimate ability that charges from damage. I also like how the character select screen will warn your team if it is missing the expected balance, e.g. no Support characters, no “builders,” and so on. Sometimes you can ignore the warnings depending on the maps, but for the most part it is accurate; without a Tank, it’s tough to push capture points and otherwise stop enemy advances.
(Incidentally, my feelings on the TF2 vs Overwatch matter haven’t changed from a year ago.)
That brings me to my first issue, actually. I kinda feel like the competitive scene of this game will be a joke, and there really isn’t anything Blizzard will be able to do about it. Such a conclusion was driven home to me rather forcibly in one of the most absurdly bad matches I have ever played, perhaps in any videogame:
The enemy team was Attacking in Hanamura, which meant they needed to capture Point A in King of the Hill fashion, then Point B to win the match. As you can see above, the enemy team consisted of three D.Va characters and a Winston (all four of which are Tanks), and Lucio, who is an passive AoE healer with an Ultimate that puts a huge shield around every friendly nearby. That they also had a Pharah is immaterial.
The short version of this match is that all the Tanks, whom all have the ability to jump/fly past barriers by the way, just rushed Point A and sat on it. I hesitate to say that such an attack is impossible to defend against, but I honestly have no idea how you’re supposed to within the time you are given. Your balanced team is just going to get murdered, and by the time you respawn, Point A will already have been taken.
Even if Blizzard made it so that only one person can be a certain character, there are enough Tanks to reproduce this strategy. And it’s not even a particularly risky strategy when Attacking. I’ll talk about the overpowered D.Va in a moment, but the only way I can imagine beating this would be to have Defense consist of 3-4 Junkrats just spamming the capture point with grenades. And even that might not be enough.
In this context, what is the Pro Scene going to consist of? Maybe Blizzard doesn’t particular care about the Pro Scene. In which case, I’d be nervous about “investing” in this game in the long-term.
As I said before, I have had fun with Overwatch. I kinda want to be playing it right now, actually. But at the end of each match, there is a lingering worry that this is just another Titanfall. In other words, it’s a game you’ll have fun playing for a week, and then never play it again. Which, admittedly, is how most games you buy end up. But when I look back at Battlefield 2/3/4, I see shooters that I had fun playing over months and even years. It would take some really crazy good progression system from Blizzard to engender a similar feeling of “investment,” and I just don’t see how that would be possible given the switch of Overwatch to the B2P model. Cosmetic unlocks could be a thing, but I doubt alternate guns will factor in, and unlocking new characters is totally off the table.
I am not quite sure how much more tweaking Blizzard plans to do with the characters, but some are crazy OP and others are just downright awful.
The Tank character D.Va is one of my favorites, and absolutely belongs to the former category. Her default Mech mode features dual-shotgun cannons that fire quickly and never need reloaded; her L-Shift ability lets her fly around for 3 seconds, reaching high ledges or just escaping; her E ability negates all incoming projectiles in a cone in front of her, including many Ultimate abilities. And D.Va’s Ultimate? She primes her Mech to self-destruct, which is instant death to all enemies (and herself) in an entirely way too large area. When “killed” in Mech form, D.Va bails out and runs around with a legitimately respectable gun but no other abilities. If she racks up enough damage, she’ll prime her other Ultimate, which is summoning another Mech to pilot. If you use the self-destruct Ultimate and it kills 1-2 people (not hard to do), that will be enough to allow D.Va to hop into another Mech right away.
Like I said, crazy OP.
An example of the opposite is Symettra, who is classified as Support and also technically a Builder. She “supports” by press E on teammates once and giving them a recharging shield. Which is okay, I guess, but that’s the extent of your healing support; if you see a teammate going down and you already gave them a shield earlier, there is zero you can do to assist them. Symettra can create up to 6 little laser turrets which deal damage and slow enemies, but unless you spam a bunch of them in one area, they are easily destroyed and do next to nothing. Finally, her Ultimate is creating a Teleporter. Which, while useful, isn’t likely to swing matches given how quickly they end.
The injury to the insult of Symettra’s abilities though is her weak-ass attacks. Left-click is a super-short range auto-target beam that deals more damage the longer it fires. Good luck surviving that long as a goddamn Support character at short range. Right-click is a less than useless charged-up, lethargic orb of energy that crawls across the map. I don’t know how much damage it deals, and I kinda doubt anyone does, as it’s unlikely anybody has ever actually been hit by it.
The rest of the characters are a mixed bag. I enjoy Pharah, but her Ultimate is almost always a waste of time as it makes you a huge, bullet-attracting beacon in the sky. Some of the Tanks are weird, because they’re terrible by themselves but way better “support tanks.” For example, Zarya couldn’t hold a point to save her life even with healer backup, but Zarya + Reinhardt/Roadhog is almost good enough of a combo to not need a healer at all. Winston’s sole function in life seems to be an anti-Reinhardt (the electricity gun goes through Reinhardt’s shield), as he will easily die to any other Tank 1v1.
I’m not going to go through every character – there are 21 of them, after all – but I do appreciate exactly how different each one of them end up being. If you can’t find a character that matches your play-style, then you probably just don’t like FPS games. Honestly, it’s actually to the point where I have to wonder what other characters Blizzard could really add in the presumed expansions.
Overwatch is fun. Is it $60 fun? Not right now. We’ll see what Blizzard adds, but it’s possible nothing will make Overwatch more than just another Titanfall.
In an effort to both delay poor decision-making and assuage the pain of not having purchased Titanfall for $48 via GMG, I decided to download and play Hawken this weekend. Apparently the game is still in open beta (since December 2012), even though I could have sworn it had been released already, but whatever.
Hawken is a F2P F2Download FPS mech PvP game. Considering it too has a 6v6 player limit, there are a lot of amusing parallels to Titanfall, actually. The mech combat feels legitimately like you are inside a mech – it takes time to get momentum going when moving, your turning speed is slow, and so on. That being said, your maneuverability is actually pretty good with the assistance of thrusters, allowing you limited ability to fly through the air, do quick dodges, and do a 180-spin. Some mechs have larger (regenerating) fuel reserves than others, and there are lighter mechs that can perform all sorts of mid-air acrobatics.
The shooting feels pretty good and the TTK (Time To Kill) seems reasonable; you frequently have enough time to register you are taking damage and get to cover without dropping past 50%. All mechs can repair themselves, but it leaves you insanely vulnerable for up to 10+ seconds, the first few of which do not repair you at all. There are a few other ways to get some repair action going (defeated mechs drop health orb things), but I actually like how “sticky” damage ends up being; the prevalence of cover-based firing plus regenerating HP in FPS games has led to an over-reliance of ultra-short TTK, in my opinion. In other words, in Hawken you can dance around cover taking potshots at enemies, but eventually you’ll have to give them the opportunity to rush your position.
Out of the very few games modes Hawken has, the most unique is probably Siege. Basically, each side attempts to gather power resources from either power stations or stealing it from downed mechs, and then deposit it back at their base. Once enough has been gathered, a capital ship appears and starts slowly flying towards the enemy base. At this point, the main goal is “capping” the AA turret in the middle of the map, as it will quickly destroy an opposing ship. If the ship gets within range of the enemy base, it will start damaging it, and your side wins when the base HP goes to zero. If both sides summon a capital ship, they will duke it out in the skies above.
Most interestingly though, your own mechs can fire at the capital ship and deal damage. There are exposed turrets that can be destroyed to significantly reduce the offensive power of a ship, and with enough time even a single mech can whittle the rest of the ship’s hull down with concentrated fire at the engines. All of which introduce neat little dilemmas throughout the battle: do you focus on gaining power, or slowing the enemy’s power gains? Do you bunker down on the AA and hope someone else on your team caps power? Do you assault the AA or do you spend time shooting the capital ships from the ground?
Having said all that, the main concern with these sorts of game are the progression/reward system. And it’s here that I feel Hawken flounders a bit.
Pretty much every single thing is an unlock you purchase with Hawken Credits (HC) or with the RMT Meteor Credits (MC). While you start off with a rather large sum of HC, each subsequent battle adds maybe +250 HC at the top end. Sometimes you get as little as 70 HC. Other mech chassis start at 3800 HC and go up to 12,000+ HC. While it is tempting to not spend any HC until you hit that first tier of new mechs, you forgo equipable items and passive abilities (costing anywhere from 300 to 3500 HC apiece) in the process, making you that much weaker for longer. And by the way, each equipment unlock is specific for that mech. Spend 3k MC on regenerating armor on one mech, and you’ll have to spend another 3k to unlock the same item elsewhere.
Is there any P2W? Strictly speaking: no. However, Hawken absolutely features strictly-better upgrades and arguably strictly-better mech types such that you can easily get creamed by more advanced players (who might have spent money to get there). At the most basic level, for example, items have one charge per respawn; their Mk III versions allows three charges per respawn. Thus, even though we might be able to say that grenades or EMP blasts or whatever is balanced, having access to them as essentially a spammable ability (cooldown aside) is not at all balanced in comparison to someone with just a single charge.
Overall, the game is decent enough for a 3.5gb F2Download title. There aren’t a whole lot of maps (7-8ish) or game modes (5) or even opponents (6v6), but the action nevertheless feels quick, responsive, and generally cool as a mech pilot blowing shit up. Hell, each mech’s ability to hover and dodge and boost forward almost made it feel like Titanfall for like a whole second there. Not the fairest of comparisons, of course, but there it is.
After having spent some additional time with Wildstar, my impression has soured rather significantly.
I touched on it before, but I really need to reiterate how bad Carbine is screwing up questing. We have known since 2012 that they decided on Twitter-length quest text “because nobody reads it anyway,” but this rather disturbingly flippant attitude results in perhaps the most banal leveling process I have experienced in an MMO. It is one thing to reduce all quests down to kill X mobs or click on Y things, but it’s another thing entirely to not even bother papering over the activities with clever writing. I read quest text because it is the only real difference between MMO A and MMO B, in terms of doing things. With Wildstar, I was about 15 quests in before realizing I was wasting my time reading even their Twitter quests.
“Good job. Do this over there now!” Okay… where is “there?” What am I accomplishing? Ultimately, the truncated dialog doesn’t even matter because it’s faster to just click on the Quest Laundry List to get a directional arrow and rangefinder to tell you exactly where to go. And once you arrive, click on the shiny things, tunnel vision down the Challenge, and follow the next arrow somewhere else. At a certain point, I have to wonder if Wildstar could have pulled off an MMO without NPCs or dialog at all. By the end of the beta, I was barely even looking at the environment.
By the way, the Path system isn’t going to save anything. I tried the Scientist (click on these things with actual lore attached to them), the Settler (click on these things), and Explorer (jumping puzzles + uncover the map) without any real sense about why Carbine decided to compartmentalize the few quests that aren’t bag-n-tag. Maybe they get amazing later, but the only real thing that set them apart from one another are the special abilities that you unlock at the end. The Scientist, for example, can summon party members to his/her location and eventually create portals to the Capital City. Explorers get to triple jump on a 30-min cooldown and the equivalent of the WoW Monk ability Transcendence. Settlers are probably the best in that they create buff stations (that last 60 seconds…) that can grant 30-min buffs like +50% run-speed, bonus XP, and can eventually drop vendors (and I think bank bots, I don’t remember).
Combat-wise, it was not until I read someone describing combat as staring at blue and red circles on the floor that I realized, yes, that is entirely accurate. My initial positive combat experience also seemed to have been colored by a relatively powerful, EZ-mode-esque Stalker class. I tried out the Spellslinger and was shocked to discover that being rooted to the ground for some abilities is a thing. Don’t get me wrong, I’m fine with the idea generally, but it feels particularly incongruent with Wildstar’s “action move move move huzzah!” zeitgeist. Playing the Engineer sort of cemented the experience that, yes, combat is not nearly as crisp or impactful as I felt on the Stalker. And that there are some serious concerns about the long-term viability of ranged classes.
By the way, take a look at some Warplot PvP:
Supposedly, group content is not quite as much of a visual disaster (you only see the green zones from other players). But hey, who actually knows what will happen in 40m exclusive raids, with attunements no less. A pretty bold plan to double-down on vanilla WoW mechanics in the same year that Blizzard thinks downsizing to 20m raids is more viable with their 7 million subscribers.
And, really, that combination of factors took Wildstar from Hype Train to trainwreck in my eyes. If your endgame is “40m raiding or die,” if your PvP is an epileptic seizure waiting to happen, and if your leveling game is a plotless point-n-click adventure, then… what’s left to justify $60 and a subscription? Player housing? Hoverboards? To an extent, I recognize that it’s a bit harsh to make judgment calls about an MMO based upon the sub-level 20 experience, but… well, should we really be giving games such a free pass anyway? Not at full MSRP, that’s for goddamn sure.
Of course, sometimes these decisions get made for you. Four members of my ex-WoW crew are playing Day 1. If you order it via GMG, you get 20% off. There’s no way the game is worth full MSRP… but how about $48? Ughhhh. Well. I have at least until Monday to make my decision (assuming GMG’s latest 20% coupon doesn’t come back in time), whatever that ends up being.
Out of all the things mentioned in yesterday’s Wildstar beta post, the one thing that caught the most attention was that of Skill Trainers. Wildstar has them. And Wildstar having them is, to me, emblematic of a fault-line beneath it’s foundation that will undermine the game’s long-term viability. Hyperbolic much? Maybe. But it’s not about the Skill Trainers themselves, it’s about what they represent.
First though, me and Skill Trainers go way back. Here is a post from SWTOR’s beta back in 2011, which included this picture:
In fact, I’m just going to quote myself:
This is not to say there were no pressing issues afoot. Light/Dark side issues aside, some of the game mechanics feel they came out of a time capsule buried when Gary Gygax was still alive. Talent trees? How quaint. But seriously, there was another matter which was important enough to submit proper beta feedback about: [above photo]
I am not sure who was the first game designer who thought it would be fun to present players with the dilemma of stopping mid-quest/dungeon to trek all the way back to their trainer to get Rank 3 of Explosive Shell for it’s increased damage, or simply Troopering (*rimshot*) on without it, but they deserve a Rank VII Punch to the face. If there was some kind of RP scene showing you how to get a little more juice out of your grenade shots or whatever, I could understand and appreciate that. But if I can level up in the field and magically grow stronger and tougher to kill from one moment to the next, I should be able to get that +10-20 damage in those same moments. Even Gygax let our Fireballs deal 8d6 damage when we went from 7th to 8th level!
Skill Trainers are an anachronism, a piece of game design debris that was introduced once long ago, and thoughtlessly picked up by subsequent games out of some kind of misguided notion of tradition. Skill Trainers in MMOs are almost always Skill venders, granting access to abilities you have already unlocked by leveling in exchange for (a symbolic) thirty pieces of silver. That is the extent of their function in most games. There is no gameplay attached to them, no lore, no advice given to the proper use of the skills you instantly learned Matrix-style, no training montage, nothing. There are no interesting decisions when it comes to learning the skills – you are simply that much weaker and incomplete until you make the proper offering to archaic game design.
I could see someone making a case for Skill Vendors if they were hidden somewhere in the world (promotes exploration). Or if you had to use the skill several times against training dummies or whatever (demonstrates its use). Or if they had any gameplay use whatsoever. As it stands, the extent of the Pro-Vendor side seems to be it being confusing when abilities just pop into your bar/spellbook. Er… okay. You could just, you know, continue not using the skills until you you feel comfortable opening the spellbook and reading what they do (which is exactly what you’d do even with Skill Vendors). Hell, just roleplay the experience by not reading anything until you double-click on a random NPC in town somewhere.
As I said at the start, my main problem with Skill Vendors is not necessarily with them per se (although they are terrible), my problem is what they represent. If a development studio thinks they are a good idea – or worse, didn’t even bother analyzing their inclusion – what other nonsense is going to be brought back? Attunements? 40-man raids? Oh wait…