Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Thursday, July 12, 2012

Ultima Forever

So let me get this straight... Ultima meets Baldur's Gate, with some Diablo thrown in? AND it's free to play?

Ultima Forever is a throwback to classic Ultima games, with mechanics grounded in Ultima IV. Starting as either a fighter or a mage (a druid and paladin class are coming later), your hero sets out on a quest to become the Avatar, a person who embodies what are known as the eight Virtues. Using a Baldur's Gate-like isometric perspective, you'll guide your hero either alone or with friends through hours and hours of quests, battling it out with monsters and making hard choices until your character embodies the virtues and reaches the end-game dungeons. Once you beat it, becoming the Avatar, you then start a new game plus, playing through all the content again on an even harder setting.

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Tuesday, August 16, 2011

Gearbox teases Borderlands 2

Gearbox teases Borderlands 2: "

Yeah, it isn't much, but the Borderlands fan in me is vibrating with anticipation after watching this quick teaser trailer for Borderlands 2.

...

Read more...

"

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Wednesday, August 03, 2011

Borderlands 2 Announced

Borderlands 2 Announced: "Gearbox Software tweets a confirmation of yesterday's indications that Borderlands 2 is in development. The official Borderlands 2 Website is online, offering a bit on plans for the role-playing..."

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Wednesday, February 16, 2011

Zero Punctuation Reviews: DC Online

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Tuesday, May 25, 2010

Zero Punctuation Reviews: Nier

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Thursday, April 01, 2010

Zero Punctuation Reviews: Final Fantasy XIII

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Monday, February 22, 2010

Review: Borderlands

The fourth and final chapter of the "why the hell hasn't Gas Bandit reviewed a game in 4 months" quartet. Next week or so I'll start reviewing much more recent games. Borderlands is a genre-spanning titan of a game, blending RPG elements with FPS action, with the campaign being both single and multiplayer friendly. It had a lot of hype leading up to it, and rightly so, as it was such an ambitious endeavor. I must admit that the hype biased me against it a little, as is usually the case in overhyped games, but I have to admit: The hype was there for a reason.

Borderlands is the story of (up to) four mercenaries of varying origin and motivation, none of which makes absolutely any impact on the progression of events whatsoever. What was Roland's reason for leaving the Crimson Lance? Who is the woman Lilith came to this planet to find? Does Brick do steroids? Who knows? Who cares? The game certainly doesn't, because on a bus ride across the garbage-strewn dystopian planet of Pandora, they have a vision of an ethereal woman calling herself their guide, their guardian angel, and that she will help them find the Vault. The Vault is, apparently, something every child on Pandora heard about growing up - a hidden cache of treasure and alien technology guaranteed to make whoever finds it stupidly wealthy. So, they all completely shed their backstories and motivations, never to be mentioned again, to take up hunting for the Vault.

Pandora is a pretty desolate place, but I'm convinced that half the mass of the planet is made up in firearms. There's so many firearms the local wildlife seems to often attempt to ingest them as food (of course, they spill out for you to pick up once you kill the critter). There's a lot of shooting, a lot of dodging, a lot of reloading, and a WHOLE lot of deciding whether gun A is better than gun B. Most often it will not be, as despite the fact that it was ripping you a new one 10 seconds ago, as soon as you put it in your hand it suddenly devolves into an airsoft pistol.


There are those around the 'net that will tell you that Borderlands is "the next Diablo." In many ways, primarily the good ways, they are correct. The items you get are randomly generated, and the flow of time seems rather arbitrary because at any given time (depending on who is hosting the game) you could be entering the plot either near the beginning or the end of the story. But, like Diablo, Borderlands is a game best experienced with friends, and a diverse group will fare better because the classes compliment each other. Having more people in your game makes the enemies tougher, but also makes them give more experience and better loot.

The game gives you a pretty linear string of quests, along with a multitude of optional side quests. Most of the missions are pretty straightforward - go here and kill this, or go here, kill these until you collect x of those and bring them back. There's also the occasional scavenger hunt. Of course, the main drive of all these missions and rewards is to level up and get better gear. The health bar paradigm is in use here, and healing can often get pretty cumbersome - unless you have a special shield to enable you to do so, you won't heal on your own, and health kits take up precious backpack space and are cumbersome to use in a pinch. Fortunately, you get a personal force field that will take the brunt of the damage, and if you can stop taking damage for a few seconds it will start rapidly recharging itself.

As you level up you will also be able to spend points to get new passive abilities added on to your character, such as rapidly healing or repairing your shield every time you kill someone, better accuracy or more damage with certain weapons, decreased cooldowns for your class-defining ability, and so on. There are also special items called "Class Mods" which are only useable by certain classes and drastically alter how your character performs - it may boost damage by 40% on a certain type of weapon for example, or grant you and all your allies ammo regeneration, etc.

In addition to regular guns, there are many guns all throughout the game that do "elemental" damage - that is, they do damage based on fire, electricity, corrosion or explosion. This damage is considered different from regular bullet damage, and usually these guns have a chance to cause a special damage type, such as setting your target on fire to burn for damage over time, electrocuting to stun, exploding for area damage or corroding to cause damage over time plus take more damage while corroding. Different shields also can have added resistance to these 4 elemental damage types, though electricity always seems to do the most damage to shields and fire always does the most damage to bare flesh. When you start out, you have a small backpack, limited resources, and a sucky gun. As you level up and complete quests, you'll make money, find better weapons, be able to keep up to 4 ready for use and also increase how much you can carry. It quickly becomes apparent, however, that elemental weapons are definitely the way to go - no normal gun, no matter what its stats say, can compete with a similar level elemental weapon of roughly equivalent quality.


The game's graphics are pretty good. I'm sure its performance is augmented by the simple textures used - as the game is going for a "comic book" artistic vibe we've seen in other games such as Champions Online. The textures are a bit on the cartoony side and post processing adds a thick black line to the outline of every model. Even so, there are times (especially toward the end of the game) where framerate does start to suffer a bit, but you can quickly remedy this by killing off some enemies. There's lots of voice acting of good quality, and the game's auditory experience is very pleasing.

In addition to running around on foot, the game provides you an unlimited supply of vehicles (after a few quests enable you to get to them) which let you traverse the areas of the game faster, although the mounted weapons soon become nigh-useless because their damage doesn't scale appropriately with level. In fact, neither does the vehicle's structural integrity (though it looks like it is trying), so that toward the end of the game they're more prone to explosion than a Ford Pinto.

Borderlands blends RPG elements into FPS action, which is a fun way to game, but it also makes for some audaciously dischordant situations... for instance, enemy humans will take more damage if you shoot them in the head rather than the body, but there are some humans so tough that they can take multiple dozens of bullets to the face before they die, despite wearing no visible armor. This is, of course, part and parcel of RPG fare and those familiar with RPGs primarily won't even consider it odd, but FPS diehards might consider it a bit odd, or in some cases, outright BS.

Once you beat the game, which you will do long before you reach maximum level, you are then permitted to go through again from the start on a more difficult setting. Believe it or not, this is funner than it sounds. Also, two expansions have been made available via DLC: The Zombie Island of Doctor Ned, and Mad Moxxy's Underdome Riot. What these two DLC packs do is introduce new areas to the game that aren't connected in any way with any other event going on in Borderlands. As the name suggests, The Zombie Island of Dr. Ned is a horror-movie type setting with zombies and werewolves and whatnot, with more quests and such to do. Mad Moxxy's Underdome Riot is an expanded arena system where you (and your friends, if you want to get anywhere in the second tier) take on wave after wave of multiple enemy badguys, culminating in repeat appearances of many of the bosses from the Borderlands campaign proper - all level adjusted for challenge, of course. While the loot isn't as good and no experience is gained on your character, you will get the opportunity to get extra skill points, basically letting you spend more points than you would otherwise have gotten at maximum level. All-in-all, however, I'd say the DLC is primarily for those who absolutely can't get enough of playing Borderlands, because the experience of playing them is supposed to be its own reward.

In summary, this is an excellent multiplayer co-op game. The campaign is designed around it from the ground up, the writing includes a lot of silliness and grim humor, and the dialogue is often hilarious ("He's my friend, and by friend, I mean 'asshole what messed up my mama's girl parts.' You may want to get what you can from him while he's still alive from me not having killed him yet and whatnot.") While I can't say I'll still come back to play it years down the road, for a brief period there was a time where Borderlands was king of the roost, and it wouldn't let me go till I had played it to death 3 times over.

Verdict: B+. And that's the word from Bandit Camp...




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Wednesday, February 17, 2010

Zero Punctuation Reviews: Mass Effect 2

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Wednesday, February 10, 2010

Zero Punctuation Reviews: Borderlands

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Friday, January 15, 2010

Zero Punctuation Reviews: Torchlight

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Thursday, December 17, 2009

Zero Punctuation Reviews: Demon's Souls

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Thursday, November 19, 2009

Zero Punctuation Reviews: Dragon Age: Origins

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Monday, April 20, 2009

Review: Demigod

Gas Powered Games, creators of the Supreme Commander franchise and other heavyweight strategy games, has released Demigod. The premise is that it is a hybrid action/strategy/rpg type game.

Graphics
The graphics are really well done here. The levels are lovingly detailed, the individual models are well textured and modeled. Usually teensy tiny minion type sprites suffer from a lack of polygons, but not here. There's also lots of little touches and beautiful artistry that make the game a joy to look at.

Sound
The sound is well done. The voices serve their purpose, the sound effects do their job admirably, and the musical score is thematic and immersive. All in all, a well done auditory experience. There's even a tiny touch of humor buried in there from time to time... for instance, once when choosing a character to play as, I heard him say "This armor itches."

Gameplay
Demigod is a hard animal to classify. You're on a map with a bases, defenses, and control points, but you can't control any unit other than your own character. You have armies that spawn regularly from portals and rush in a half-thought-out manner toward the enemy lines to take objectives and fight until they die. Your avatar "levels up" and you choose new abilities (or upgrades to existing abilities) as you do, making your Demigod stronger in the fight. Your ability to take and hold flags determines things like how strong your armies are, how often you can use special abilities, and how fast you accrue gold. Said gold can be spent at "shops" on the map for a variety of things ranging from straightforward potions (drink this for more health/mana) to unique artifacts, and can also be spent at your "citadel" for upgrades to your army or defenses.

What this leads to is a semi-strategic tussle that lasts about 20 to 30 minutes and is all decided in the first 3 to 5 minutes of play. It can be fun to stretch yourself against CPU enemies, but multiplayer can often be an excercise in frustration... for somebody it ALWAYS will be. Because once you start losing in the beginning to a player, there's often very little you can do to turn the tide since base defenses cannot be rebuilt in any way, shape or form.

There are 8 different demigod characters to chose from, each with their own methodology of play. That helps with replayability some, but I was a little surprised at the low number of maps to play on. That hurts replayability quite a bit.

The inevitable comparison to the custom map "Defense of the Ancients" for Warcraft 3 must be made. This game borrows heavily from the DOTA paradigm, perhaps leaving many to wonder why they need to "buy DOTA again." But if you never played DOTA or never really were able to get into it (like me), this may make a good introduction (or re-introduction) to that type of gameplay experience.

There's also a bit of a stumbling block in that there's no tutorial, so at first the learning curve seems steep. However, a try or two through a short game on easy will very quickly have the player learning the ropes... and since the matches are short, learning the game is not a long and painful process.

Verdict
Demigod looks complicated but is actually a very quick and simple game. Such a game is fine so long as replayability is there, and Demigod has aspects that encourage that replayability such as multiple diverse player characters and an achievement system. A narrow selection of available playfields hurts it some. The game is pretty and sounds good, but it's very much on the casual side of the spectrum. I'd pay 20 bucks for it and not feel out of sorts. Maybe not so for $40+ however.

Grade: B.




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Friday, January 09, 2009

Games I played when I should have been blogging roundup

Left 4 Dead - A+. Excellent cooperative zombie horror experience. Great replayability. Best played with friends.

Fallout 3 - A. A very good post apocalyptic FPS/RPG hybrid. Decent story, lots of side quests, completely open ended. Some minor annoyances.

Call of Duty 5: World at war - A-. Nice game. Kinda short. Excellent Co-op. Limited color pallette, "real is brown" and bloom abuse.

Grand Theft Auto 4 (PC): A. Extremely good job porting to PC from console. Annoying that I have to load rockstar social club and games for windows live to play. Some ugly models, but a great next step in the series. I especially like the GPS in every car so I don't have to memorize a million damn streets in a completely fictional city.

Forumwarz: B+. Pretty cool free online RPG based on forum flame wars. Have to pay 10 bucks for the second half of the game, but first half is free. Very addictive. Kind of in the same vein as Urban Dead or Kingdom of Loathing.

That'll do for now. Hopefully I can get back to full review structure shortly.

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Wednesday, November 12, 2008

Zero Punctuation Reviews: Fable 2

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Thursday, August 21, 2008

Review: Space Siege

Short version: Yes, it's Dungeon Siege in Space.

Long Version...

Ok, so it IS Dungeon Siege in Space. That works both for and against it, in that the play is unoriginal but it does put a new wrinkle on the 3rd-person action-RPG for DS fans to enjoy. Instead of slogging through a dungeon, your character is a soldier who has just awakened from 7 weeks in coldsleep to find that aliens and crazed cyborgs have overrun the massively huge colony ship you are on, and just about everybody is dead or turned into a slavering cybernetic killer.

Graphics
We're not into anything very stunning here. It is put together competently in a manner which should work fine on both current and last gen graphics cards. While not jawdropping or inspired, there isn't anything particularly awful either, except maybe how every area of the ship looks pretty much like every other area of the ship, which can get a little monotonous.

Sound
There's atmospheric music which does its job, and the voice acting takes a brave stab at what is sometimes painfully bad dialogue. There's lasers and missiles and explosions and machine gun ratatats, and like most aspects of the game it executes competently without being outstanding.

Story
Ok, this is supposed to be an RPG, so naturally there's some story exposition. Unfortunately the story is the grand amalgamation of all sci-fi cliches rolled into one abhorrently predictable snoozer. Aliens that want to wipe out humans? Check. Shipboard AI that turns against its human masters? Check. Commanding Officer who gets turned into "one of them" and forces you into a showdown? Check. Inexplicable multiple sightings of a giggling little girl running down a dark corridor just beyond your reach? Check. Give me a break, here, people. There is the odd bit of humor interjected from time to time, as you wander around the dark corridors finding the personal logs of now-dead colleagues (gee, what game has done that before?), for instance, one of them makes reference to the caustic/toxic/explosive materials left out all over the ship, and how there isn't enough shelf and storage space to stow it all so there's no point in even trying, "after all, as a wise man from centuries past once said, What you gonna do with all that junk? All that junk that's in your trunk? Words to live by, mister."

Gameplay
Much like Dungeon Siege or Diablo, the game is a 3rd person slog. Left click to move, right click to shoot, WASD to control camera, and number/function keys to use special abilities and order your hench-robot around. I kept trying to hit W to walk forward, which zoomed in the camera, but other than that it was pretty intuitive. There gets to be too many abilities to put on the bar, so you end up having to choose what to have handy.

You also have to make the choice as to how much cyber technology to integrate into your body, as the opportunities to replace your meat parts with cybertechnology present themselves over the course of the game. There are some special abilities that are unlocked by having certain cyberparts, and others that are unlocked by keeping yourself at least 90% human.

There's many weapons to be found and used, but their nature is such that once you get the "new" weapon, it's always better than the previous weapon and as such you never go back to using the old ones ever again (and you have unlimited ammo for all your main weapons). As you kill enemies or break open crates and toolboxes, you find "upgrade materials" which serve as the de-facto currency of the game and can be used to upgrade damage, armor, max hp, manufacture items such as health kits or grenades, and of course replace your henchbot if it gets blow'd up. It serves to attempt to provide you with an illusion of choice and customization but the controlled drop rate and progressively higher cost of upgrading put it right back on rails, making sure you don't upgrade any one area of performance too high before you balance out the rest.

Conclusion
So you slog through this ridiculously huge spaceship so big it might as well BE an underground technodungeon, shooting aliens and cybers and doing the standard dungeon thing and it's all pretty fluid and well put together, but the feel is so repetitive and formulaic that ennui sets in pretty darn fast. I played it for long after I usually would have tossed it just so I could verify that the abovementioned hackneyed plot components would in fact come to pass, and I was not (or was I?) disappointed... So overall I'd have to say it gets a C+ for creating a bland but smooth gaming experience.

Verdict: C+

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Tuesday, July 15, 2008

Don't Hire Your Family to Voice Over Your Video Game

Source (via BluesNews)



Oh good golly. This voice acting is the worst I've heard since Knights of Xentar, and at least that had an excuse because it was a basic RPG wrapped around a hentai slideshow.

But this..

A quick read of the game’s manual shows that the voice acting is credited to Quest Jelinek and Tyler Jelinek, with special thanks to Kay Jelinek and Lee Jelinek. Interesting to say the least.

Even though O~3 isn’t a powerhouse of a publisher they still could have hired some professionals, or even semi-professional at scale. I know I sure was available for the gig. But Mr. Jelinek either decided to hire his voice talent based solely off the criterion that they have the same last name as himself, or he just raided his own living room and got his family to do it.

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Sunday, July 13, 2008

Review: Age of Conan

It's hard to really "review" and "rate" an MMORPG, because such a game is constantly evolving and changing. What may be good one week may be patched to bad the next, and vice versa. So it is that I shall avoid assigning a "letter grade" at the end of the review, and simply just be wordy as hell as I describe the state of the game "Age of Conan" as it stands in mid-July, 2008.

Graphics
I can say without reservation that Age of Conan is by far the most graphically impressive MMO I've ever played to date. AoC makes excellent use of Shader Model 3 features. I particularly like the parallax texture mapping which gives simple flat polygons a textured, three-dimensional feel by subtly skewing the textures upon them to almost holographically portray the extra dimension on things like cracks between floor tiles or the round protrusions of rocks in a wall. It also makes the ground textures in most areas look more lifelike. Also adding to the organic nature of the zone design is the "grass" system which not only places grass but also shrubs, tall reeds and the like. Even though the plant sprites are 2 dimensional (and always face the camera dead on, so standing in the middle of the larger ferns and pivoting in place is kind of creepy in a "they're WATCHING me!" kind of way), they do a lot to push the game's settings from merely representative of realism to downright sureally believable. It's also staggering how far away you can see things. Of course, you're going to need a pretty badass rig to handle all the graphical options cranked to max (at least an 8 series if you're on nVidia hardware), and if your computer isn't quite up to the challenge you can pull AoC back down to earth by keeping the video settings low and using Shader Model 2.0... but really, once you've gone full bore, you don't want to go back. Everything less just looks dead, or fake. There are a couple glitches here and there... there's some issue with skin showing through hair polygons and the like, and water looks and behaves a little gelatinously, but overall, it's darn impressive. It isn't quite Crysis, but it's as close as a game with 20 gigs of texture data is likely to come. (As usual, any of the screenshots and other pictures on this page can be clicked to see them at full resolution)

Sound
The sound effects do their job, plenty of bestial grunts, metal clanking and the splut of somebody getting the crap kicked out of him and the like. There's music that fits the atmosphere, which varies from the nondescript to the noteworthy, though nothing amazingly inspiring. However, also nothing awful or corny. Sometimes some of the ambient noises, such as roaring rivers or buzzing mosquitoes are either too loud (river) or too realistic (swat). There's a great deal of voice acting in all of Tortage's quests, but after you leave the noob zones and go out into the world, the voiceovers pretty much vanish except for infrequent spurts during your "destiny quest," adding to the unfinished feeling of the game.

Community
Currently the "community" is kind of one of the weak spots of the game. Up until the epic instances, for which you pretty much need a full group, it's rare to see any sorts of groups at all, even where one would be beneficial. For instance, it is much more common to see 4 individual people standing in the same place waiting for a quest mob to spawn so they can each race to be the first to kill it, rather than they group up and all get credit for killing it the once. This could be because the game's source and progression doesn't really lend itself to trusting others, particularly on PvP servers where your fellow players are as likely to shove a sword through your guts as say hello. Additionally, each player will get a line of "destiny" quests which HAVE to be done solo in their own instance, further implanting the normality of being alone in an MMO in AoC players. True, there are players who band together to make guilds and make a point of adventuring in numbers, but for at least the first half to 2/3rds of the game, one might be left with the impression it's normal to be alone your entire time in AoC.

Gameplay
It's a sword'n'sorcery MMORPG. If you don't know what that means, you must have been under a rock for a while. The overall paradigm is what you'd expect... hit things with sharp metal, blast them with fire, haul the stuff you loot off the bodies into town to sell, upgrade your equipment, get some new quests, then head out to do it all over again.

One thing that starkly sets Conan apart from other MMOs I've played is it's turned the balance of melee vs caster on its ear. In every previous MMO I've played, I've always found casters to have an advantage over dedicated melee classes, but here it is exactly the opposite. Casters are fragile and die quickly, whereas "tank" types have roughly double the health and dish out nearly as much damage. It's very much a bladeswinger's world in Hyborea. It makes me chuckle, thinking back to my tank chars on EQ or DAOC who could do little but stand around waiting for a group so they could progress. I also remember how, for some reason, whoever did the balance for these games thought that someone with a lot of HP shouldn't be allowed to do a lot of damage... now, on my "Conqueror" class character, I have both high HP and do stupidly high amounts of damage.

Casters, with some justification, often complain they feel the unwanted stepchildren of AoC. Casters get the usual litany of spells, but the classic formula of target-nuke-kill-loot remains. The melee combat system is much more involved and robust than any other MMO I've played. There is no "autoattack," and targeting is largely optional. This is because, and I heartily applaud this, Conan is the first MMO to make melee attacks all intrinsically short range conical Area-effect. The closer to directly in front of you the enemy, the more damage they take, but it is such that I can keep the attention of 3 enemy mobs with ease simply by facing the middle one of them while I swing. There's an added layer of complexity to attacking, though. You start off with three different attack buttons which later grows to 5, and each button represents the direction of swing: overhead, overhand left, overhand right, underhand left, and underhand right. Any given opponent has the ability to "rearrange" their defenses so as to reduce damage taken in one given direction at the expense of taking additional damage from another. It's a little cumbersome for players to reorganize these on the fly, but mobs do it with ease and abundance. Thus, fighting requires constant attention to shift the direction of your swings to where you see your opponent's defenses are open. Further aiding the fighters are numerous "combos," which are like styles in DAOC or attack abilities from WoW, only instead of being merely one-push-one-effect buttons, a combo requires the player to hit the correct sequence of moves in succession to trigger the final effect. This final effect will either be a great deal of damage, a defensive buff, or some other boon to both the tank and anyone else in his party. This degree of depth to melee fighting often makes casters feel like they're yesterday's news.

The game sports an "M" rating for a reason. Trying to stay true to the roots of the Conan mythos, the world of Hyborea is harsh, gritty, bloodspattered, titillating and misogynistic. Heads and limbs are lopped off. Craniums are messily smashed in by hammers. Bare, voluptuous breasts are jiggled. Women of negotiable virtue wriggle and flirt in various stages of dress. Bodies are mangled, corpses rot in the sun, blood gushes in thick fountains and sometimes even splatters on the "camera lens" from time to time when you cause a particularly gruesome fatality. While not exactly psyche-warping for a child to play, it's intended for consumption by adults, who presumably already have a set sense of perspective about these things. It's about on the level of a rather graphic R-rated film.

There are 3 different races, each with their own respective area of the world. However, each new character first starts being washed ashore on the island pirate haven of Tortage, to learn the ropes and gain in strength for the first 20 or so levels. Once a player has gotten strong enough to finish the first leg of their "destiny quest" there (usually around level 20), they get carted off to either the frozen crags of barbaric Cimmeria (birthplace of Conan himself), the temperate and grassy rolling hills Aquilonia, or the scorching deserts and steamy swamps of exotic and perilous Stygia to begin experiencing the rest of the game.

It's about here things start to run out of steam. There are more quests in Tortage than you could possibly need to level to 20, but the ones around your home city will barely get you to 30 before they start turning grey, signifying their triviality (and Funcom recently changed the game to no longer award experience for completing a grey quest). After that, it's a fair bit of a struggle to find enough quests so that you continue to make progress without having to go out and kill things for no apparent purpose, which in the genre is known as "grinding," and is one of the things people hate to do.

Problems
It is also at this point that design flaws and plain old bugs start to become more and more apparent. Many zones just feel "unfinished," or have glitches in them which should have been caught in QC. Several quests are simply broken. Some doors never open, some doors fail to stop you from walking right through them and killing something you weren't supposed to be able to reach before you went through the rigamarole of a 3 step quest to find the key.

Look, I know it is an MMO, and no MMO has ever been perfect at launch. Even WoW had issues at launch (I remember 12 servers were almost always down, and who can forget the experience of people getting "stuck" while looting and scooting around in a kneeling position?). But the degree of brokenness and incompletion in AoC prompts one to wonder why the game is launched and not still in beta... did Funcom run out of money during development? Is it to beat Warhammer Online and the WoW expansion to market by 6 months? For some other unknown reason?

Probably the most unforgivable of bugs is the widespread "assertion failed/out of memory" memory leak that leads inexorably to a crash. I personally experience this, as well as about 120 pages worth of other people on the official forum. It apparently showed up in early June and has gotten worse with every successive patch. Funcom claims to be aware of it and "is working on it." Meanwhile, many of us with top-shelf premium quality computers are having AoC crash to desktop about once an hour claiming "out of memory" when the game is nowhere near using all our memory. The whole mess is very reminiscent of Funcom's previous title, Anarchy Online, which was plagued by bugs (and yes, memory leaks) for at least the first 9 months of its life post-retail release. All in all, the whole thing starts to leave you with a feeling that Funcom is in over their head and only has a tenative grasp on what they are doing here. Any given activity I choose to perform, be it trying to buy and sell items to other players, finish a quest or craft an item, has roughly a subjective 50% chance of being broken in some fashion.

There are also a number of things that are not technically "bugs" but just bad design decisions. There is no way to quickly and automatically travel from one place in the world to another. You have to run (or ride, if you have a mount) the long way every time, save for the ability to return to your chosen "home spot" on a half hour cooldown. Too often content has been made more difficult and time consuming simply by virtue of quintupling mob HP and calling it "epic" (too reminiscent of WoW's "elite" mobs), a practice that makes the developers look very lazy. Blizzard learned the lesson of creaing one PvP battlefield pool across all servers, why hasn't Funcom? Last week's patch showed that apparently Funcom thought we were traversing the lands of Hyborea too easily, and so they injected scads of new "invisible walls" to keep us zigzagging through the content at 3x the travel time like we're supposed to. In fact, every patch that comes along, there's an accompanying thread on the official forums called the "undocumented changes" thread where the game's european players (who get the patch and get back into the game a great deal earlier than the american contingent) fill us in on all the stealth nerfs, new bugs and other undocumented changes that aren't listed in the official patch notes. Did Funcom just cut stamina and mana regeneration in half and not say a single word about it? Why, yes they did. Not a good way to build trust and loyalty in your customers.

PVP
I can't say much about the PvP experience in Conan, because truthfully I have yet to experience it even at level 50. Oh sure, if I wanted the stock-standard "kill everyone I see until I die" blitzfest of meaningless player combat that permeates every "free-for-all" PvP server since EQ's Rallos Zek, I could play on a PvP server and see it, but I played on Rallos Zek for 3 years and I don't feel the need to have a sword shoved up my ass every time I lean down to pick up loot anymore. I always try to put myself in the "queue" for playing in the PvP events ("capture the skull" and "annihilate enemy team"), but I have yet to actually ever get into a match. So, I'm pinning all my hopes on the endgame "battlekeep" PvP, an admittedly dangerous thing to do. It'll probably be a while before I find out either way, however.

Crafting
Unlike other mainstream titles, Crafting doesn't actually enter into AoC until the upper levels of the game. You have to be level 30 to even start gathering resources, and you have to be 40 to choose a "profession" that allows you to create products suitable for use. But that's just the first tier stuff, too.. to harvest second tier resources requires you to be level 50, and 3rd tier requires level 70. Advancement in crafting/gathering skill is obtained by doing quests (which is how they enforce the level requirement), and the quests usually involve gathering or creating something you already are able to learn how to make or gather the next thing. Sometimes this gets irritating. For instance, some resources are only found "occasionally" at sources of more mundane resources. Once in a blue moon you'll find quartz in a sandstone vein, for example. I'm level 50, and despite killing literally hundreds of leather-bearing creatures I have yet to have one provide the rare "brindled" leather which occasionally is found on beasts that provide the lowest tier "rough" leather. And then, of course, when I finally do get it, I won't get any experience for completing the brindled leather quest because it turned grey a dozen levels ago. For me as a tank, it's kind of neat and fun that sometimes when I'm mining silver or whatnot, I'll be spontaneously ambushed by up to 3 level-adjusted enemies that I'll have to fight off before I can continue mining, but some others (say, a priest) may find it inconvenient (to put it lightly) because frankly he isn't cut out to fight 3 enemies his own level all by himself. And naturally, at the time of this writing, at least one of the quest turn-ins (Basalt rock) is bugged and unable to be completed. There have been reports of attempting Alchemy causing crashes to desktop, and often a server patch will cause gems socketed into weapons and armor to simply vanish.

Conclusion
This has been my experience playing Age of Conan for the 30 days that came with the price of purchase. If someone were to ask me, "Hey, should I buy Age of Conan?" I would tell them to hold off for 6 months or so and maybe buy it then, if it still exists. That will give the developers time to hopefully fix and finish the game, or let it sink into deserved obscurity under the weight of the unstoppable behemoth that will undoubtably prove to be the "Wrath of the Lich King" expansion for WoW. As it stands now, my willingness to continue paying 15 bucks a month to keep playing is severely shaky. But it has the potential (in a very "still in Beta" way) to be an excellent game... if Funcom will just get on the stick and "git'r'done."

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Monday, June 30, 2008

Diablo 3. Whee.

Yeah, yeah... the buildup was huge and I knew it'd be something blah... so now the cat is out of the bag and Diablo 3 has been officially announced... and I just can't seem to get excited about it.

The franchise's hallmark is that it is rooted in the 3rd person isometric view, and it just seems to me that the 3rd person isometric view is a dated throwback to a more technologically constrained era that should be abandoned, now that gaming rigs have the horsepower to be free and truly 3D, not 2.5D iso.

Then somebody (Psyclone) pointed out, "they already made a full 3D free-camera Diablo... it's called WoW."

So, color me non-plussed, for now.

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Monday, June 16, 2008

Review: The Incredible Hulk - The Game


It's the oft-proven rule that games based on movies usually are pretty mediocre at best. I have yet to actually see the movie (I know, {geek_cred--;} ) and it kind of works against this title.

Graphics:
Overall the graphics are rudimentary, sometimes a little disappointing. Although the game automatically detects your desktop resolution and adopts it for play, beyond that it isn't that impressive. Most models are pretty simplistic, the textures are low res and visibly pixelated, and there's plenty of "SUDDENLY A TREE!" popping up where you didn't see it until you were 10 feet away, and overall the draw cutoff distance is very noticeable. There doesn't seem to be a way to customize the graphic detail at all, because there is no "settings" menu option... just start, and quit. If you were to remove the movie cut scenes (which themselves look pretty PS1), the whole mess would actually fit on a single CD, instead of a DVD.

Sound:
Hulk sounds good (RAWR!), and the sound effects do the job, but I think they went a bit overboard on the voice overs. They probably had to pay Edward Norton a whole lot to do the voice acting in the game, so I guess they were trying to wring their money out of him by volume. I actually got tired of the sound of his voice (and also, I kept waiting for him to start talking about Tyler Durden and Marla Singer).

Story:
The story must sort of follow the movie (again, haven't seen it yet) but to someone who hasn't, it's disjointed, random, chaotic, and slightly frustrating. I suppose that won't bother those who just want to click "start" and have Hulk SMASH, but I found the half-hearted attempt at story exposition to be a frustration. It almost would have been better with no story at all.

Gameplay:
Let's just get this out of the way right off the bat: The control scheme for the PC version of this game is just ridiculous. It can't be customized either. Seriously.. here are some examples... for hulk to heal, press 1, then hold the right AND middle mouse buttons, and then push "f" on the keyboard. W...t...f? Hulk has special moves and combos the game never really bothers to teach you about, and you're forced to find them out by hitting a brick wall and then just mashing buttons until you find what you want. Incidentally, when it gets to the part where it tells you "use thunderclap to defeat a swarm," it doesn't mean you have to use the supermove that takes away a full meter of rage, it means you can just hit 2, then right and middle click to make a small clap... but it never tells you that.

However, the RPG element of the game is kind of nifty. To unlock hulk's special moves and powers and such, you have to do special things, like jump a mile (to get higher jumping), destroy 100 cars (to get the ability to bend cars around your fists as gauntlets), etc. Really, powering up becomes the main impetus behind the game.

The healing factor though makes it so that the only way you ever are defeated is through the cheese factor. Like, say hulk picks something up and you can't seem to get him to drop it or face the right way or move so 3 puny humans crowd around you and you're nibbled to death by ducks. That's enough to make anybody turn green.

More than anything, the game put me in mind of my brute character from City of Villains. If CoV had a more action (instead of target and click/button) based interface, it would have been identical, aside from the fact that hulk can smash entire buildings and is actually capable of harming bystanders. The graphics are similar, the feel is nearly identical, and the powers are so reminiscent that I'd almost think Cryptic Studios had a hand in this.

Verdict:
The status quo is maintained. The game isn't terrible, but it isn't great either. Another mediocre movie tie-in. If you're an absolute hulkamaniac you may get more enjoyment out of it, but for the rest of us, life is too short and there are too many other better games to waste too much time on this one.

Grade: C

And that's the word from bandit camp.

Apparently this trailer is for the PS3 version, and I guess some of the shading effects and whatnot didn't make it to the PC version. ah well.

..

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