In my continuing efforts to reclaim hard drive space and knock out some more of my Steam backlog, I booted up MINERVA: Metastasis. For some reason I thought this was the user mod for Bioshock I remember hearing about back in the day, so I was quite surprised to find it was a Half-Life 2 mod. Still, at 5+ gigs, I figured it was about time to see what’s what.
And that what seems to be old fucking school.
As I turned the first corner into some Combine while armed with the machine gun, the first thing I did was hold the right mouse button and prepare to aim for the head. Instead, I shot an under-barrel grenade which damn near instantly killed me. “Oh. Oh my.” The machine gun clearly has a holographic targeting reticule, but in this circumstantial trip down nostalgia lane, aiming-down-sights hasn’t been invented yet. “Am I supposed to be hip-firing like some kind of animal?!” Yes. The answer is yes.
Also, your bullet spread pattern will always random, no matter whether you squeeze one round off or empty the clip. That is some Bronze-Age shit right there.
Game design evolution is a funny thing – very rarely is there ever any going back. For example, remember when you just had 100 HP, maybe 100 shields, and neither regenerated at all no matter how long you cowered in the corner with 17 HP remaining? It seems like just yesterday to me, because it literally was. I pooh-poohed Bioshock Infinite for having CoD- (and now Battlefield-) style regeneration, but now I’m not entirely sure what to think. I mean, is regeneration worse than spamming QuickSave every 30 seconds? Going to a CheckPoint system sounds even worse, as designers rarely hit the sweet-spot between The Last of Us’s one-enemy-filled room or Far Cry 1’s “hope you brought a sandwich, because the CheckPoint is on another island.”
I think that the first two Bioshocks got it right, insofar as there was no regeneration but you could stockpile medkits and the like up to a certain point. I felt no reason to explore in MINERVA when I was at full health, as there was literally no reason to; without hidden upgrades or things to stockpile, frequently there existed many rooms completely void of any reason to exist (beyond verisimilitude, I suppose).
In any case, the mod was worthwhile for the nostalgia and game design lesson alone. I just talked about having arrows over quest objectives the other day, but there were probably half a dozen spots in MINERVA where I had no idea where to go, or what the game expected me to be doing. And as is usually the case, the answer was staring me in the face. Then again, I did have to look up how to get past the room with the shield generators because, for some ungodly reason, we were just supposed to know that two grenades were necessary to destroy them. I tossed a grenade into each of the four generators, alarms went off, and once they recovered I went “Aha! They must need to be disabled in a specific pattern!” Nope. Just a
dev’s modder’s Gotcha! moment.
Or maybe we were just all smarter in the olden days.
I felt like the screenshots were not enough to fully immerse you in the world of Darkfall. So here is a video of me attacking some spiders. Don’t forget to switch to 1080p quality!
In terms of the tutorial, I finally realized why I was stuck on the “skinning” portion. While you can loot leather from the glowing gravestones, if you have a skinning knife you can also skin… the gravestones. Because that makes sense. The failure rate seems ridiculously high, but eventually I loot one.
The next step is to hearth to your bindstone, which I did exactly two minutes later. Literally, guys, it’s a 120-second cast. I started it up and left to make my lunch for the next day.
This actually reminds me of another curious thing: AFK-farming seems encouraged in Darkfall. Much like in Guild Wars 2, you must buy a logging axe or herbing sickle in order to gather materials, and these items have charges (durability in this case) that deplete on use. The difference here is that you can start up the animation in Darkfall and walk away from the keyboard – your character will merrily continue chopping timber until (presumably) the axe is worn down to the nub or the tree runs out of wood. It reminds me of what I have heard about mining space rocks in EVE, insofar as gathering only requires button presses once every half-hour. Is that supposed to discourage people from farming, or a concession that farming is so boring the game will do it for you while you Tab out and play something more engaging?
In any event, the next stage of the tutorial was taking a 100kg (!) mount idol from the bank and summoning a mount. From there, you are tasked to running to the border of the protected area, sticking your toe over, and then coming back inside. Ah… so I was paranoid for no reason this entire time. Well, sorta. Apparently if you aren’t careful, people can actually steal your mount and ride away. After which I assume you are shit outta luck. Considering that unsummoning the mount takes a minimum of 2 seconds after dismounting, you’ll never want to actually be in town riding the thing.
After much squinting at the abysmal UI, I finally found and dabbled with the Prowess system. Essentially, you earn Prowess doing things, doing a certain number of things (Feats), and presumably other ways too. Prowess essentially act as skill points you use to upgrade skills, increase your ability scores (Strength, Dexterity, etc), and so on. Most skills start a 1 and can be increased up to 100 with an increasingly harsh cost ratio (1:1 up to ~25, then 2:1, etc); each upgrade level typically improves cast speed plus some miscellaneous qualities by some percentage. As an example, putting points into Archery lets me fire faster and deal more damage per arrow, whereas Mining let’s me increase my AFK-yield.
That all makes sense, but I was taken aback a bit from the “Boosts”. At first, I was thinking they were F2P-esque boosts, but that does not appear to be the case.
Instead, they are… err. Well, you can buy the first rank of “the Agile” boost for 200 Prowess, and it increases Dexterity by +10 and the Stamina by +37. Considering that manually boosting Dexterity by +1 costs 30 Prowess, I don’t actually know the point of boosts in this context other than a designer “Gotcha!” moment. I mean, I suppose that it is a way to quickly achieve your class’s optimum stats while still offering a Prowess sink for long-term players (e.g. Warrior dumping extra Prowess into Intelligence once everything warrior-y is bought).
If there is a third day of playing Darkfall in my future, my goal is to figure out the crafting side of things. I understand the basics, but I’m a little uncertain about how one actually goes about getting hard currency; considering that crafting consumes gold as well as mats, you have to have a baseline of income from somewhere. None of the mobs I have killed dropped gold thus far. Does it all come from vendoring goods? There are no “quests” of course, and there doesn’t appear to be an AH either.
So… yeah. Darkfall.