Tag Archive: Operation Cheapseats

Aug 27 2009

Concerning Pirate Galaxy…

As mentioned last show, after an unexpected turn of events, I somehow found myself playing an extra MMO amid my already packed schedule, so here is a bonus Op Cheapseats reviewlet for a strange and quirky little bit of online fun; Pirate Galaxy, which can be found here:

http://pirate-galaxy.gamigo.com/

It’s a browser-based game, so negligible download, and is Free 2 Play, in the no-sub, item-shop sense of the term.

In the distant future, mankind has been driven to the brink and near extinction by the evil Mantis empire. Reduced to the status of guerilla fighters, rebels and pirates, the remainder of humanity now fights a hit and run war on the worlds of the Mantis, using atmospheric capable star fighters to weave through enemy lines and hit strategic objectives hard. The battle to reclaim the heritage of mankind starts on the remote world of Vega 2, where you arrive in a modified transport with a pair of blasters and a thirst for revenge.

Three Good Things:

  • Novel
    Despite being about spaceships, the actual gameplay takes place on the surfaces of canyon-based planets. The ship hovers a fixed distance above the floor and can’t climb canyon walls, despite being orbit-capable under its own power. Functionally then, the player is more in the nature of a tank or hovercraft than spaceship, scootering about the planet maps carrying out the missions. Saying all that, the basic gameplay is a lot of fun, being sufficiently light and carefree to complement the more serious MMO as a good drop-in, fifteen minute sort of thing.
  • Slick
    The audio and visuals are very well done, particularly the space-based travel/lobby/shop sections, with music and camera-work that comes together well to create a stirring sense of purpose to it all. The art is somewhat cartoony in style, rather than the stark elegance of something like EVE Online, but works well with the overall theme. Ship paint schemes are extensively featured and while the various ship models used seemed broadly quite similar, the planetscapes I’ve seen so far are surprisingly different and interesting.
  • Unlocks
    As befits a renegade army on the run, the equipment upgrades must first be taken from the enemy, in the form of blueprint unlocks, before the hangar robots can sell you one to equip. Although these can be found by accident, the necessary blueprint unlocks are also the focus of many of the side missions on offer. I quite like the sense of steadily increasing potency this brings, and non-essential blueprints, like ship paint designs can be found as drops as well. Similarly, travel routes to other worlds must first be probed for, forming a similar unlocking mechanic to the galaxy map, and again, the completionist in me enjoys seeing the unknown gradually revealed bit at a time.

Three Bad Things:

  • Ammo
    The ships have no autoattack, and the various hotkeys cost harvestable Energy spheres to use. This is especially noticeable with the ‘Gun’ hotkey; there is no autoattack, and the blasters cost an increasing amount of energy per shot, as you equip more powerful upgrades. This all means that the time you’re onto the Vega 1/Lyris stuff, you’ll likely be spending nearly as much time harvesting Energy as fighting stuff, as you stock up ahead of fights. Running out of Energy mid-combat leaves you able only to flee if you can, and even the Afterburner needs Energy to use. Gamigo understand that this is a problem and would like to help you, by giving you the opportunity to buy big stacks of Energy, Crystal and more, for real money, in the item shop! Oh I know, they’ve got to earn their money somehow, and I personally don’t mind the downtime that harvesting enforces, but this will annoy many, I suspect.
  • Classes
    The Vega 3 starbase has a variety of ship types for sale, which based on their available slots correspond roughly to tank, healer, debuff and damage dealer. All very well and good, and the sort of thing an MMO is supposed to have, but the speed and pacing of basic gameplay most reminds me of Auto Assault, a game in which traditional party-based coherence was extremely hard work, due to everyone moving about too fast and far apart. I’ve yet to actually try group work to be fair, but I suspect it’ll be hard work here, for many of the same reasons it was in Auto Assault, and even then, it might just be easier to bring a full team of DPS types, rather than work the usual tank-healer-damage sort of thing. How well differentiated classes will actually work in this sort of game, I’ve yet to see. Perhaps I just found the tired old Trinity somehow inappropriate in a game about pew pew spaceships.
  • Clicky
    The game seems a little floatey on the controls. It features click-to-move, with left click being a combined target/move to/autofollow and right-click being a non-targeting move to command. Trouble is, the speed the ship cruises along at means you reach a distantly clicked move-to point very quickly, necessitating many such clicks to get about. This also gets quite frantic if you want to try combat more advanced than following the target, shooting. Since most of the Mantis all close to melee range when engaged, you just end up parked in front of each other trading blows until one of you blows up. Use of alternate LMB/RMB is hectic, but can allow you to kite them a bit more effectively. WASD keys work, but are a bit sluggish; holding W while pressing D will make your ship turn, but with a noticeable delay. Possibly all this stuff is remapable and I didn’t notice, but it just seemed like ship control could be a bit tighter to me.

 

I do like this one a lot, but probably not as a ‘serious MMO’, whatever that means. As a filler, in short bursts when there isn’t time for an extended session of something more in depth, Pirate Galaxy serves admirably to entertain. I’m not sure I’d put any money into it though; to me, the harvesting seems a necessary part of the game, and anyway, their tariff is a bit steep for the knickknacks you can buy in. For example, the Anjin 1450 is the next ship up from the starter noobship, requires level 7 to fly and 126 Crystal in-game, which will take about ten or so missions to earn, but if you are lazy, you can just buy one from the item shop for about 7 Euros/10 Dollars/6 Pounds. I have no idea what that is compared to other F2P games since they all set their own markets, but seems somewhat poor value for money to me.

Still, that is just me, and apart form grumblings about RMT which probably deserve their own post shortly, I’m finding Pirate Galaxy well worth a look.

Final Verdict: Casual Carefree Fun. An excellent drop-in MMO for those smaller sessions.

Still got the Vanguard write-up in the works, and it’ll feature on the very next podcast before that, so watch this space!

Permanent link to this article: http://howtomurdertime.com/blog/2009/08/27/concerning-pirate-galaxy%e2%80%a6.html

Aug 06 2009

Concerning Sword of the New World…

No need to panic! I somehow managed to break the previous stylesheet, and anyway thought it was time for a change. This new scheme is a little more olive than I’d like, but does have some nifty user-controls up top, letting you folks decide the layout of the site for yourselves!

On with the blogging:

Sword of the New World: Granado Espada

Another free-to-play title, presumably supported via item-shop purchases later on in life. It’s quite big, at 4.1GB, and I had to go to FilePlanet in the end to find it. Ptttht!

 

Against a backdrop of fierce national conflict, two explorers from the war-torn and foundering Opoluto embark on a dangerous expedition to circumnavigate the world and find new trade routes, free of foreign tariffs. Instead, Ferrucio Espada and Gilbert Granado discover an entirely new land; a New World. As the old rivalries, conflicts and diplomacies take their toll, Opoluto cedes to the nation of Vespanola, and the queen of this victorious nation seizes on an opportunity to turn the tide against her enemies. Under the new Reconquista Policy, adventurous Vespanolian families are granted great opportunity to conquer, tame and exploit this New World. You are one such family and start life aboard ship, headed for Granado Espada, the New World, to seek your fortune…

Three Good Things:

  • Stylish:
    The game exudes a certain sense of style that I’d not seen in many other places, and definitely not in the Free To Play market. From the grandiose character select/creation screen, through the world design and music, to the character tailoring, the whole thing comes across as very lavish indeed. Very impressed with the overall look-and-feel, and level of polish, certainly in the newbie areas and starting towns I’d seen in my fortnight. I guess I’d developed a set of sneering low expectations from the F2P genre in general, but this title shows that it needn’t always be the case.
  • Pacy:
    The nearest comparisons I was able to make for actual gameplay were Dungeon Siege meets Diablo meets Guild Wars, and playing through SotNW is almost entirely unlike the turgid trading of methodical wood-chopping sword-blows found in the majority of the existing fantasy MMO genre. Combat is hectic, fast and although most monsters die in one hit, the rate they come at you more than keeps you interested, making gameplay more about considered advances than hotkey timers. Characters do have hotkeys, but these seemed much less important than elsewhere. At last, default attacks that are worth a damn! You play as a squad of three characters, instead of one, making it almost a tactical RTS of sorts, which I found very refreshing in an MMO.
  • Novel:
    The whole setting and time period also go a long way toward creating an MMO experience almost entirely unlike any other I’d tried to date. Set in a kind of parallel 1700s, with a parallel Spain colonising and conquering a kind of parallel South America, but with magic and monsters thrown in too, the world I found myself in was a real breath of fresh air. No quasi-Camelot (Stormwind, Qeynos, Altdorf, et al.) here; instead the towns and cities are passable imaginings of stately colonial Spanish styles, with a level of technology to match. Probably not ‘steampunk’ per se (which is a very abused term anyway), but a far cry from The Usual. This extends to the characters too, and the class list features Musketeers and Scouts, as well as the Wizards and Elementalists. It all fits and seems to make for an extremely unique and well thought out game world.

Three Bad Things:

  • Family:
    The game is played with an interchangeable team of three family members, meaning that you aren’t really playing as ‘you’, but a squad instead. This differs from Guild Wars in that there, you at least have one key person that is meant to be you, and the rest are hirelings. SotNW places equal emphasis on all of the 15 or so characters you can initially create, each of whom have to be levelled up separately, divorcing the player from the avatars a bit. The level of customisation available to these characters is shockingly bereft also, with each class being available in a single male or female version, all with one set face, hairstyle and outfit, making them hard to identify with particularly, and relegating them to functional game pieces far more than in other MMOs. I expect roleplaying is possible, but difficult when the other team of three that you are chatting to look identical to you.
  • Classes:
    While the MCC (Multi Character Control) system is indeed novel and well-implemented, the freedom it offers you seems mostly the freedom to get it wrong, and a bit of dabbling with different party makeups soon showed that the Holy Trinity is alive and well, only here, you have to be all three yourself! A team of three melee characters (Fighter, Scout with Dagger, UPC Soldier Bloke) got driven out of the first zone because they couldn’t do anything at all about flying mobs. A team of three ranged (Musketeer, Wizard, Elementalist) did fairly well, but kept wiping when attacked by larger groups simply because they were too squishy. The winning team seems to be precisely: Fighter (Melee combat, high armour and ‘provoke’ AoE Taunt), Scout (Unarmed, they act as healer), plus a Musketeer/Wizard/Elementalist (Just anyone who can do damage, and hit flying things – DPS). This was all very well and extremely familiar, but somewhat disappointing given how innovative everything else seemed, and much of the team selection options seemed like red herrings. Perhaps as a member of a larger squad (multiple players/families), different people could experiment more with the more obscure roles; Scout as Melee DPS, Wizard as Debuffer, and so on, but solo, the lack of workable options seemed a shame.
  • AFK Play:
    I mocked this a lot on the podcast but yes, I did manage to level my team up from 13 to 15 each, while taking a bath, by the simple expedient of pressing the space bar (Defend Mode) and walking away from the PC. I didn’t spend any time at all working out a special place to do this and it seems more a function of the general game design, than any particular exploit. Perhaps this was just the early zones being easy on me, and that further in, things get a lot more fraught, and the various hotkey special attacks become necessary; no idea. I’d think that this was intentional and a way to compensate for being unable to pause the game, as you can do in similar sorts of single-player game, but the in-game help (which is well done itself) seems to suggest that botting is a no-no. It seems like botting is actually quite unnecessary in this game, when mashing space will do. Actually making progress through the various zones still seems to require a hands-on approach though, mostly due to the insane crazy spawn rate the thing has by design.

 

The whole thing was quite a change from the sort of MMO I’m used to, and I found myself really quite charmed by its novel world and fresh basic gameplay. As ever, I have no idea about the Long Term in these games, and perhaps the relentless monster-mashing will get stale eventually, but I definitely caught a whiff of that certain indefinable something that makes Diablo II so unaccountably popular; a rare moment in an MMO where I was enjoying the moment-to-moment gameplay instead of putting up with the basic gameplay in order to get somewhere else or unlock something else. Slaughtering my way through the early zones was fun in and of itself.

Final Verdict: Well worth two weeks of any MMO gamer’s time, simply to see a different kind of world and a different kind of gameplay.

Personally, I think this one is a keeper, and I look forward to playing it in a bit more depth and properly, when time allows, as it seems to fit the ‘Fifteen minutes, what shall I play?’ category that I don’t have a lot to fill with at present.

Next up is one that I’ve decided to pick for myself, Vanguard: Saga of Heroes; one of those core MMOs that I just missed entirely, but feel I ought to have played…

 

Saturday is the West Dean Chili Fiesta, which we’ll be podcasting from. If you are going and want to meet us and be on the podcast, the best bet is probably to coordinate via Twitter Direct Messages to @jonshute as the Cohost tends to start violently trembling if he is more than fifteen feet away from the Internet, and I’m a luddite without one of those fancy iPhones!

Permanent link to this article: http://howtomurdertime.com/blog/2009/08/06/concerning-sword-of-the-new-world.html

Jul 21 2009

Concerning Rappelz…

As extensively rambled about in the previous podcast, I’ve been playing Rappelz for a fortnight, among other things. I should probably have been logging my hours, but I’d guess at 10-12 hours of play over the fortnight, mostly Sunday Afternoons and Wednesday Evenings, with the odd half hour elsewhere. I’ll dredge up the old format for another season.

You can have a go yourselves here:

Rappelz: Epic VI Prologue: Navislamia: Downloads (1.4GB)

It’s entirely free to play, and wants merely an email address. It hopes you will spend money on gPotatos at a later date though!

 

High Priest Emmanuel always meant well, but attempts to cheat death aboard the good ship Navislamia all went a bit dark side and now the ship is a place of the dead, ruled over by the fallen cleric himself. You wake up with no memories on the nearby Trainee Island, with little more than a blade and a nagging sense that something isn’t quite right.

Three Good Things:

  • Pets
    If you enjoy being a World of Warcraft Hunter or Guild Wars Beastmastery Ranger, there is a lot for you here. It seems that the pets in Rappelz are fundamental to gameplay, and every class gets to use them in addition to whatever else they are. They can be equipped with their own items, trained in their own skills and talents, and in general seem as well defined as the player is. Pet evolution and management seems key to long term success and most of the trade spam I saw was related to the various types of pet cards, of which you can have as many as you have room in inventory for. Pet classes in other games are typically very strong solo characters and that may have a social impact on the game as a whole, but it was hard to tell if the game had been balanced with this in mind.
  • Uhh…Low System Specs?
    Maybe I’m more jaded than I used to be, or maybe this just isn’t that great a game, but I did have trouble finding three different and praiseworthy unique selling points for this game. Let’s go with ‘Low Systems Specs’ as a plus then; any reasonably modern PC will comfortably run this with all the whistles and bells turned on. You could read this as a negative ‘Dated’ instead, but as Everquest II and Age of Conan both learnt to their cost, pegging the system spec too high might look amazing on the ninja development PC at HQ, but can cause disgruntlement when Joe Average tries to play at home.
  • Umm…Free?
    Not sure I’d want to part with any money for this one, but fortunately, I don’t have to! If I were to so choose, I could keep on playing this title indefinitely, which is always one of the perks of the Free To Play model. It is worth serious reflection actually; at present, I am playing three subscription MMOs, largely in the company of good friends on regular guild nights. Your extra new game will have to be something absolutely mind-blowing to make me cancel any of my current subs and choose you instead. I happen not to be playing World of Warcraft at present, but many are, and the above ultimatum applies there even more so. A Free To Play game neatly dodges that brutal and increasingly unreasonable choice and slips in under the radar instead. Whether we’ll then pay up for extras down the line is another matter, and one dictated by a much longer appraisal than a 14 day trial can possibly offer. On the basis of my 10 hours of Rappelz alone, there’s no way I’d sub up, but perhaps, one day in the distant future, I might bung a dollar or two on some fluff.

Three Bad Things:

  • Clicky:
    I could probably get used to the Clickfest To Move system if I absolutely have to, but fortunately, I don’t, as pretty much every other game I’ve ever played with click-moving, offers keyboard mappings also. I’m not even sure ‘W’ did anything else.
  • Bland:
    As indicated above, there really isn’t an awful lot to this game. The world is sparse, populated only by hills and monsters with few interesting sights or memorable landmarks. The combat is more about chugging potions than any real tactical skill, given how few hotkeys there are, and remembering to have the pet attack too. The starter island seems to be part of the most recent content update, the Epic IV of the title, and the Navislamia itself seems interesting, but soon runs out, with me on the last encounter of the set during my meagre time there. The mainland beyond seems mostly to be a place for monsters to stand and little else, with questing very much in the kill ten rats or GTFO category. Also, if they’d put half as much effort into the movement of the trees as the movement of female character breasts, the thing would look a great deal more passable than at present.
  • Extraless:
    I did see some kind of Ursan Cavern lobby thing which may have been some sort of group instance type of affair, but never saw anyone using it. Each town also has a PvP Arena of some kind, but again seemed unused. Apart from that, the game really suffers by lack of extras. No apparent crafting, no fishing, no collection type games, no battlegrounds, nothing, or least nothing I could easily find. It seems trivial, but with combat that lacklustre being the only thing to do, there is no reason to keep playing when you tire of grinding. Functional living and breathing worlds in their own right may be a bit more than most of us want, but on the other hand, one single ride does not a theme park make. Maybe all the above is in the game and I just didn’t find it, in which case change this one to ‘Directionless’ instead.

All in all, a somewhat indifferent experience which probably stands on its own merit well enough, but when compared against, say, Runes of Magic, does nothing to say ‘Pick me!’. I was reminded a great deal of Aeria Games’ Shaiya, but at least there, the PvP side of the game distinguishes it. Rappelz pets are interesting, certainly, but not enough to carry the whole game. It seemed either rushed or under-resourced, and if I was cynical, the minimum framework required to necessitate an item shop. Mind you, it is clearly quite old, and has probably made more money than I have in the last five years!

Final Verdict; Meh!

I’d probably recommend giving this a miss and trying two weeks of Runes of Magic or Free Realms instead, to be frank, and despite now being a gPotato Statistic until the end of days, have already uninstalled it, to make room for Sword of the New World: Grando Espada. More on that in a fortnight or so!

Permanent link to this article: http://howtomurdertime.com/blog/2009/07/21/concerning-rappelz%e2%80%a6.html

May 19 2008

The Rivalry of Goddesses…

So perhaps Last Chaos wasn’t quite my cup of tea, but I’m signed up with an Aeria account now anyway, so thought I’d have a poke about in the rest of their portfolio. I’m glad I did actually, and I’m not sure it’s entirely fair to judge the whole network by one unlucky first-play. Next on the list is Shaiya: Light and Darkness.

Also free-to-play, and as part of the greater Aeria experience, one account seems to cover it all, which is quite convenient – just download it and go.

Aeria Games: Shaiya Download

No further details necessary, and it’s a little under 1GB in size, so put the kettle on!

 

In the beginning, the goddess Etain created the world, the Dragons, the Nordein and the Dumianas. She didn’t like the Nordein and gave them the old heave-ho. The Dumianas began to have serious doubts about Ineffability at that point, (quite understandably), and their disbelief weakened her to the point where a successful assassination attempt by said Dumianas caused a bit of a pantheonistic ruck. The two halves of the slain goddesses’ soul eventually came out on top and promptly set about war with each other. This is largely conducted by proxy, via two new factions of Dumianas, the Elves and the Vail (Who look a lot like Drow to me), and these old sparring partners were later joined by the Humans and remaining Nordein (Surprisingly Ogre-y, if you ask me), respectively. These races allied and become the Alliance of Light and the Union of Fury, and now wage constant battle for the future of Teos, and ultimately, the extinction of one goddess.

 

Three Good Things:

* Avatars:

The various characters look and feel pretty well done. Being a somewhat superficial type, with mildly worrying misogynistic tendencies, I went right for the Dark Elf Hottie, but much of the character design and animation stands out as of a surprisingly higher quality than you’d expect from a free-to-play knockabout of an MMO. I particularly liked the double-tap left/right and backward flips and cartwheels, which seem to serve no obvious combat purpose, but do look damned cool.

Actual combat attacks look smooth and well crafted, and although all the Vail have a tendency to run about everywhere in a chiropractically improbable hunched over ‘skulk’, this is probably a design choice, rather than a balls-up in Poser! The Nordien on the other hand lumber about in a suitably massive way, which also works well.

This extends to the NPCs as well, and certainly what I saw of the initial Union of Fury lands seemed to have a unique and baroque style that made roaming the lands quite a distinctive experience, so much so that I didn’t even get that irritated to see that many of the monsters had been shopping in the Anne Summers Hand-To-Hand Combat Lingerie Department, again, a feature that normally just makes me start giggling, but which didn’t here. It fit, somehow.

 

* Battle:

PvP is very much a built-in factor in this game, and at all levels, you’ll have access to a portal that will take you to an appropriately levelled Borderlands map. These zones are less reminiscent of WoW’s Battlegrounds, and the rigidly structured Rugby Matches of those, and much more in the nature of the ‘good old days’, of Taren Mill and Crossroads battling, which I quite liked. The resulting battles can be a bit chaotic, and mirror those old zerg-games; two lines of enemies facing off, the edging forward, and the sudden cataclysmic discharge of mayhem. If you miss the type of PvP that was once had at Taren Mill, have a look here – it seems to live on.

It seems the PvP has a bit of a purpose too – victories contribute in some fashion to a big Goddess progress bar, which when filled, grants a hefty buff to all members of that side, wherever they are. A nice touch that gives it all a bit of meaning.

Those that want nothing to do with it need not fear, as the mayhem seems kept to it’s own special places, and large normal zones also exist in which to do the usual adventuring; an implementation I quite like, entirely consensual, and with some place else to go when you aren’t in the mood. (I’m not sure if at the top end, this distinction is maintained, mind you.)

An interesting and relevant feature is the treatment of Alts; upon creating your first character, you have to pick a side, Alliance of Light or Union of Fury. After that, you can only make an alt on the other side if you delete all your existing characters first, making it all a bit of a commitment, but preventing the scourge of alt spies, which is important in any kind of PvP-based game. On the other hand, it does mean that I have no idea what the Humans, Elves or their lands are like, having never seen them. Think carefully before choosing your side!

 

* Difficulty:

A novel idea; Shaiya asks you to pick a difficulty during character creation; Easy, Normal, Hard and Ultimate. Easy is capped at Lv30 and has some off-limits special abilites. Normal is capped at 50, and you have to unlock Hard by doing just that. Presumably Ultimate is Lv50 Hard to unlock. As the world itself is shared by all these different characters, I can only assume that the primarily difference here is rate of XP gain, and perhaps reduced stats. I’m a tourist, so went with Easy, and found that to be of a fairly comparable rate of XP gain to WoW, so Normal is probably harder work, and the other two are for masochists! These advanced levels seem to have floating icons above their players, allowing you to reap the appropriate kudos from those around you for picking a harder road to travel.

Related and worth mentioning, each class, when picked in character creation, shows a series of bars, allowing you to see how well suited that class is to Party work, Soloing, and how good at Attack and Defence it is. I wish more games would do this, allowing the player to make a somewhat informed choice right form the word go. I only remember seeing this kind of outright admission in Anarchy Online and Dungeons and Dragons Online previously; everyone else just lets you make critical playstyle blunders in the dark.

 

Three Bad Things:

* Engrish:

Like Last Chaos, it seems the localisation was a bit of a rush job, and most of the NPC dialogue, tutorial help and tooltips are quite painful to read. Perhaps it is just me, one of nature’s pedants, but while in Last Chaos, this kind of thing was just one more wave in a tsunami of mediocrity, it bugs me here as the rest of the game is quite good. “Liquid Medicine” Merchants? Green “Abels”? Being addressed by a stately pallorous waif-like fellow in very vampireish clothing with ‘What’s up yo?’ It all seems a bit of a shame really.

Mind you, the rudimentary quest journal does at least colour in ’5 Frost Breath Succubi’ in a different colour, allowing the casual reader to get right to it. It is unlikely that you are supposed to take tea with them…

Also, stop doing line-bre
aks mid-word in the con
versation windows! Grr!

 

* AFK:

As in Last Chaos, they’ve gone with the Player-As-AFK-NPC-Merchant thing again, which still winds me up. I’m not really in any position to comment on the finer economic aspects of Shaiya really – I’ve been getting by on quest rewards so far, but then again, I am quite litterally playing EZ-Mode. It probably is important for the more serious players to shop around for good gear, and at least here, they’ve designed The Selling Place to be some place on it’s own map, ala EQ’s Luclin Bazaar, rather than the spot where brand new players first wake up!

I still see no need for it at all, mind you, when countless other MMOs have shown how simple, convenient and useable, any kind of basic Auction House can be. Still, in this case, the main Union City where all the AFK people are, can happily double as a social space and if it all annoys you, as it does me, just don’t go there. Out in the main zones, this stuff is nicely out of sight and out of mind.

 

* Micropayments:

Quite unfair on my part, this one. The game is indeed free to play, but has extensive micropayment stuff built all the way in. There’s even an in-game button you can press to open up the RMT Shop window. As an example, 499 AP (Which costs approx $5 US, through the Aeria website), will buy you a potion that increases XP by 1.5x for seven days (Not sure if that’s online or realtime). This stuff is the pillar on which the game is built, and presumably, can afford to be run. Which is fine, but there are boosts to be bought in all manner of stats, and given the PvP nature of a large part of the game, well, draw your own conclusions. Suffice to say there were folks in the first borderlands on the opposing side, who seemed more or less invulnerable to me, even taking my innate suckage in to account! Highly suspicious.

It does rather seem possible to, if not precisely buy your way to the top, then certainly lubricate the wheels of progress a great deal with cold hard cash. Seeing GM Broadcasts that read like sales pitches is a bit disconcerting too, if you aren’t use to it. They’ll come on an announce some ‘event’, which largely seem more like limited edition ‘Buy now or miss your chance!’ once in a lifetime deals, to me.

Perhaps it is just me; I’m not used to this way of doing things, being a dyed in the wool Subscriber in my MMOs so far, and at the end of the day, it is a question of this ‘Self Discipline’ thing I’ve been banging on about of late. If I’m happy with the basics, then that’s fine, but given the very up-front business model of the Aeria network, perhaps it is a bit naive to expect to be the best without putting in a bit more, and financial, commitment in than simply downloading for free and scoffing at the lack of subscription. To be fair, I’ve not encountered any gameplay situations which absolutely required that I pay up to progress, but then again, I’ve not got that far in.

A matter of personal preference, clearly, and at the end of the day, the servers have to be paid for somehow. To it’s credit, at least there are no in-game ads to worry about – other than the ones broadcast by it’s own staff anyway.

 

After Last Chaos, I was pleasantly surprised by this one, proving to be a solid alternative to World of Warcraft, if a bit rougher round the edges and a touch more primitive. In this case, the term ‘WoW-clone’ seems to be a very accurate description, and players of that will find a lot of similarities here, but also a lot of interesting and unique takes on the same basic game. And it’s free, so that’s a bonus. (Well, as long as your willpower remains strong, anyway. Not that there is a lot of shame in chipping in toward the game’s continued existence, mind you.)

I can see myself keeping this one on and dipping in there now and then, and while not perhaps quite a strong contender for my time as a more mainstream MMO I pay monthly for, the whole thing does make for a nice change of scene on my off-nights.

 

Final Verdict: Not bad at all, and definitely worth a look. Probably not an ‘Only Game’ though.

 

Also on Aeria’s books are Twelve Sky, a “Martial Arts MMORPG” apparently, Project Torque, some kind of “Racing MMOG”, and Dream of Mirror Online, a “Social MMORPG”. I expect I’ll get to those soon enough.

(Except for the last one, DOMO, which apparently actively blocks EU IP addresses, probably for some draconian regional redistribution reasons. Either that, or they’ve seen me coming…)

There is certainly something compelling about free-to-play MMOs, I’m starting to find…

Permanent link to this article: http://howtomurdertime.com/blog/2008/05/19/the-rivalry-of-goddesses.html

May 09 2008

The Rejuvenation of Rage…

I sometimes get a bit listless; the regular games, through no specific fault of their own, sometimes pall. It’s a momentary thing usually, and most Normal People tend to go outside for some fresh air at this point. Me? I hit the free-trial circuit instead and just find a different slant on the same ongoing obsession.

Anyway, after reading this article a little while back:

Massively: First Impressions: Last Chaos

…and deciding that “Yes! I would really prefer to run through this dungeon in a leather miniskirt and some fishnet stockings!”, I downloaded it and gave it a go. On reflection, I’m rather glad I did because its been ages since I had a really good rant, and I do worry old-age is bringing me a certain sense of tranquillity and calm, which while good for blood pressure, can really hamper MMO blogging.

Despite being free, I’ll go with the old Op. Cheapseats format, because I’m all about recycling here!

 

Last Chaos is available as part of the Aeria Games network, which you can sign up for free here:

Aeria Games

Once a member, which appears to want no credit card info, you can then navigate their rather busy website and download any of their games, of which Last Chaos is one. Payment is entirely microtransaction based, and done by paying roughly one U.S. Cent per ‘Aeria Point’, which you can then spend using special windows built into the UI of their games. This seems entirely optional, at first glance anyway…

In the Land of Medieval-topia, in the City of Trope, a Great Evil of Indeterminate Nature has probably arisen or something! Fortunately, Trope is home to an itinerant and large population of, like, adventures and stuff! Incapable of the skills necessary to land productive jobs in Investment Banking or Central Heating Installation, our brave Heroes pick up sticks and magic missiles and things, and set out to Do Battle! I expect!

I’m sorry… it probably does have a plot, but I couldn’t find it. I must admit, I didn’t look very hard though. You pick from a staggering list of SIX whole classes, each of one gender each, with almost four different faces and more than two hairstyles, and then are dropped in a tutorial dungeon containing nearly three rooms, and a corridor with a bend in it! There are also zombies! Adventure awaits!

 

Three Bad Things:

  • Primitive:
    While the character models aren’t actually awful, (just excruciatingly limited), much of the rest of the game world is, and resembles the kinds of dizzying graphical delights seen on launch-day Asheron’s Call…ONE! The city buildings are decidedly cardboard-looking and generic, but not in that cute World of Warcraft way, and once outside, the surrounding world is essentially a slightly bumpy and most unbroken expanse of ropey mid-res grass texture, relieved only by the very occasional low-poly tree, and an inexplicably large assortment of mostly static animals and monsters.

    At one point, I fell in what looked roughly like a river. I must have been mistaken however, as I simply carried on walking along the bottom, unconcerned about trivialities like oxygen. It didn’t even do that blue fog thing; the Universal Gaming Signal for Being Underwater! I can only conclude that this game is actually fifteen years old and that I’d just never heard of it before, which is entirely possible, I guess. It also does not support wide-screen aspect ratios, which was annoying.

  • Unbalanced:
    I started life at level four, (for some reason I was never quite able to work out), with enough skill points to completely max out my starting Magic Missile skill, (once I’d worked out where the skill trainer was; they don’t just advertise you know!) This seemed a quite powerful attack, and progressively testing it against more and more powerful monsters eventually had me delivering a fairly efficient and consistently repeatable arcane smackdown on these werewolf things twenty-four levels higher than me, by the simple expedient of Moving Away whenever they Moved Toward Me. I’m not sure if this game’s designers had actually encountered the concept of Kiting before. Perhaps I just got lucky and accidentally picked on the one mob with no spell resistance, ranged attacks or movement debuffs; who can say?

    On the other hand, upon dinging level five (w00t!), I was told that I was now eligible for my first ‘Personal Dungeon’ (a.k.a. Instance), a feature they seem inordinately proud of having thought up. I headed in, mostly to relieve the monotony of outdoor hunting, to be dumped in a room which looked identical to the initial tutorial place, only this time had an epic cut-scene of almost Guild Wars-esque proportions, consisting of just having the camera fly down the Corridor With A Bend In It, a little way. Tension mounts! I entered said corridor, mind filled with burning questions. Who is this mysterious flying cameraman? What is he looking for? Haven’t I already cleared this Corridor With A Bend In It out in the tutorial? Turns out the answer to that last one is ‘No’,and I was immediately mobbed by six undead, ranging up to level 12. Group content I guess? No place for a Level 5 anyway, no matter how powerful my Magic Missile! God only knows what trying any of this as a ‘Healer’ class is like – I couldn’t face trying any of it a second time through!

  • Engrish:
    I’ve nothing against Foreigners, you understand; some of my best friends aren’t British, and they seem to lead full and rich lives, despite this crippling disability! But for the love…of…god… if you’re going to try and sell a game with text in it, to the US/UK market, have at least one native speaker take a look at the quest text before you go gold! Its not rocket science, and while English grammar and spelling is apparently one of the harder and less logical things to pick up as a second language, I’m sure that having, say, a pretentiously verbose blogger, for example, do a ‘second pass’ on the translation, (for a very reasonable and no-questions-asked cash-in-hand remuneration!) would do wonders to preserve what little immersion exists in the game.

    I mean I’m not even talking ‘their’ and ‘they’re’ stuff here, or spelling Colour incorrectly, or ‘it’s’ and ‘its’, (One I must admit being crap at myself!), although those kinds of slip do detract from the professionalism of a finished product. No, I found it quite hard work making meaningful and whole sentences out of the quest journal much of the time, and while worth a giggle initially, it soon gets irritating, and unlike something like WoW, where people just look for ‘Kill’ and ‘Ten Rats’ in the fluff and ignore the rest, out of laziness, here, its about the only way to get any sense out it.

    It isn’t as if it would be that big a job either; I only found two quest givers in the entire city.

Three MORE Bad Things:

  • Stupid:
    Such monsters that do exist are equipped with a pitifully inadequate AI. No linked/social aggro, proximity aggro of less than five feet in many cases, and they seem to have almost nothing in the way of special attacks or abilities. You just get near one, it turns and shuffles toward you, you wave arms at each other and eventually one of you dies, (Or you just kite the bejeesus out of them, at first giggling like a manic, and then after a ile, almost crying in sympathy for the wretched thing.)

    The monsters don’t interact with each other in the slightest, as seen in the starting area where werewolves, wolves and foxes and deer live in apparent harmony, and while in all games there is a hidden understanding that monsters merely exist to cause fights and Adventure, nowhere is it more apparent than here, and these ‘creatures’ really are little more than mobile bags of improvement. They’re not even especially mobile, thinking about it.

    I only (ha!) fought monsters up of levels up to about thirty or so – its possible things get more elaborate further in – I couldn’t say, or indeed, muster the will to find out.

  • Grind:
    Covered comprehensively in the Massively piece above, I can only agree. The thought of kiting werewolves over and over for the next four months gives me the screaming heebie-jeebies. With this in mind, I went looking, as I do when the grind hits in any game, for Alternative Gameplay. (This process generally does not happen in my first, and as it turned out, only, session!)

    There seems to be a rather involved, and quite expensive crafting side to the game, most of which hinges on harvesting resources from static ground nodes; Power Crystals, Shrubberies and the like, with expensive tools. I gave it a go on the crystals, harvesting chunks of Theta Wave Energy (“Kirk to Enterprise; Bollocks Sci-Fi Jargon Detected!”), and also some Yellow Leaf Herb things, or whatever they hell it was. Trouble is, unlike WoW, the nodes are permanently in place, and in reality, your haul is determined by a quite low percentage success dice-roll carried out every minute or so, leading to some very surreal scenes where several adventurers of varying types all standing stock still in a small fenced garden plot of ‘Magic Herbs’, silent but for the occasional rustling leaf sound effect. Meanwhile, a L15 Werewolf stands not ten feet away, ignoring us totally, probably out of an awkward, sympathetic and embarrassed awareness of the farce of it all.

    Suffice to say that harvesting in Last Chaos makes Asteroid Mining in EVE Online look like a Snort-All-You-Can Buffet on Blackjack Night in a Strip Club with no ‘No-Touching Rule’.

    Apparently there is a dragon pet in there somewhere, but Reptilian Husbandry is a poor substitute of Engaging Gameplay, and anyway, I never saw one of the eggs you need to get started on all that.

    Perhaps the most entertaining (this is still all relative, mind you) thing I came across was the slot machine Shrine of the Moon; architecturally the hub of the City of Trope. Sometimes, if you’re really lucky, a recently butchered fox will drop a Moonstone, which can then be used in this shine as a token, which will let you press Start! and watch as a series of icons shuffle. If some of them match, (or something – the win-line combos were never made clear), you get a potion or other consumable, most of which I never worked out what did. The icons were quite pretty though, I guess!

 

  • AFK:
    In matters of inter-player economics, Last Chaos has opted for the ‘Player Avatar as AFK Merchant’ mechanic, a ridiculous idea that encourages wasted electricity, and the eventual destruction of the planet Earth thereby. If I knew what the antonym of Nifty! was, I’d start a new series, and this pathetic excuse for a mechanic would be #1. I first saw this in EQ1 (Luclin Bazaar), and hated it with a vehemence usually reserved for TV Talent Shows even then. EQ2 started with it too, but then at some point thought ‘Hang on, this is a stupid idea, worthy of hatred reserved only for TV Talent Shows!’, and put in a proper auction house broker system, like what WoW (and all other sane and right-thinking games) uses.

    Basically, you put a load of loot in a separate part of your inventory, set some prices for it, go to The Selling Place, sit down, toggle ‘Merchant Mode’ on, then go down the pub/to bed/to saw your own head off. You then become effectively, an NPC merchant, with similar functionality. All very creepy as a customer too – the lights are on, but is anyone actually at home, peering at you as you rummage through their overpriced junkloot?

    In this case The Selling Place is also the central plaza of Trope, which also has all the trainers and the slot machine on it, and….genius!….is the place where new players arrive for the first time after the tutorial instance thing. This almost killed my PC outright, as it seized up for the requisite three minutes it took to render all the AFK merchant-players, with accompanying wall of hover-text shop ‘signs’ so dense that I had trouble seeing one side of the plaza form the other. Probably trod on a lot of people lagging my way out of there to the city exit. Good.

    My main problem with this crappy excuse for a mechanic is that unlike a more rational and sane Auction House variant, all these players still have to be connected, consuming vital bandwidth at the server end, even though they aren’t actually playing in the slightest. It also looks a mess! Astonishingly, the game seems to have about fifteen servers, although I have no idea why. Perhaps simply to accommodate such a stunning amount of people logged in, but not actually there?

 

All in all, it was a funny few hours, although almost certainly not in any way the game’s designers intended. It was also refreshing to have the opportunity to get really cross at something again. I’m generally far too mellow these days.

While an Aeria game in name, I gather that they are more in the line of importing MMOs, most likely from the far east, to the US/EU market, so this travesty of an online game is probably not entirely their fault, per se, but it is quite difficult to find out who is actually responsible for it; development and initial design-wise. Even Mobygames hasn’t heard of it before.

A sterling testament to the importance of the quality of the newbie experience, and the first two hours of gameplay, and an experience I stumbled away from thinking ‘Come back Project Entropia, all is forgiven!’ While the allure of fishnets and leather miniskirts is strong indeed, those kinds of urges are far better catered for by Second Life™©®³ª^@έњⁿ, which despite having no gameplay at all, still does a better job of it than this nightmare of a MMO.

(No, really…look for ‘Dark Life’, if it still exists – an admittedly quite clunky, but surprisingly functional MMO, built inside SL™©®³ª^@έњⁿ itself.)

 

Final Verdict: You really do get what you pay for!

 

Ahh…catharsis… I feel cleansed! But don’t despair, because morbidly curious as to whether all their games are quite so awful, I also tried out Aeria’s ‘Shaiya: Light and Darkness’, and was pleasantly surprised, finding a game quite worthy of actually being taken seriously! More on that another time!

 

(Also, is it just me, or… Separated at birth?)

Permanent link to this article: http://howtomurdertime.com/blog/2008/05/09/the-rejuvenation-of-rage.html

Aug 14 2007

The Running of Dungeons…

Wahey! Super lightning bonus Cheapseat here! Well, kind of. Basically, I was sat staring at the PlayNC online store thingey, brooding with indecision about which flavour of City of Heroes to actually go for; US or EU, and got a bit distracted, as I do. I’m still none the wiser in the regard by the way. All the cool people I met during my free trial CoH stint seem to actually play on US servers, despite most of them being on the Olde Worlde side of the Pond, like me. On the otherhand, it’s always helpful to be playing on a server that’s physically located nearer to me than further away, and in any event, I’m not entirely sure if a UK credit card billing address is even allowed to buy a US subscription. Then there’s peak playing hours to think of too, and trying to keep up with folks in California is probably quite detrimental to my sleeping patterns and health in general.

All quite confusing, but somewhat moot, as it turns out my credit card had expired without me noticing it, and I’ve still to get a new one sent to me, so I guess any kind of subscription at all is going to have to be put on hold for the time being.

 

Anyway, looking idly through NCSoft’s current portfolio, the word ‘FREE’ leapt out of the page at me, and magpie MMO collector that I am, I clicked on it without really thinking, and now have Dungeon Runners installed.

 

It’s a quirky little game, and although I’ve only given it a few hours so far, it seems to be an almost completely ‘borrowed’ version of Diablo, only in 3D, with a Neverwinter Nights-ish tileset. This being the case, it’s almost instantly familiar and takes very little learning to get going and play. There’s three classes, Fighter, Ranger and Mage, a bunch of simple quests, mana and health potions, town portal scrolls, various coloured rarities of magical equipment and a very familiar looking paperdoll/inventory screen.

As far as I can tell, it’s largely instanced, with lobby town areas, and only massively multiplayer in the sense that you can take some pother people out into an instance with you, and of course stand around in the towns showing others how fiery one’s sword is. All very Battlenet. The gameplay and action itself is almost identical to Diablo/Dungeon Siege/etc, with lots of clicking for the basic attack, along with a variety of talent-like skills and special powers you can drop into the fray, at the cost of mana.

Being a free-to-play game, with associated low barriers to entry, the seemingly mandatory world-chat can be a bit wearying. I didn’t manage to find a way to turn that off, which is a shame, because the two hour Considered Ethical Debate on “Eye-Rack: Motives, Means and Moral Standpoints”, was nothing I hadn’t seen a thousand times before on a hundred messageboards or chatrooms, and not particularly helpful in my crossbow-driven rat-slaying frenzy, out in the starting forest areas. I did manage to work out how to ignore individual players, but there were just so many of them that needed to Be Quiet Now and Get On And Play For A Bit.

 

Besides all that, it seems quite well done as far as it goes, and has a very sarcastic sense of humour to it, mercilessly mocking the more regular Diablo variants, but I must admit to not being particularly captivated by it all, and it definitely seems to be one of those online games that could just as easily be played offline, much like the original Diablo. It’s the sort of ‘game-lite’ I tend to play while waiting for big patches or clients to download, for proper MMOs, only this one uses bandwidth at the same time! Given the amount of general chat going on about World of Warcraft, rather than the game these people were actually playing at that moment, I doubt I’m alone in that thinking.

The numbers, shown on the server connect screen, showed about 200 people, spread across four or five servers, around midday (UK) on a Sunday, making this one perhaps less of a success than might have been hoped. Perhaps it merely exists to bulk out the PlayNC portfolio a bit, which presently only really contains Guild Wars, City of Heroes and Lineage as serious mainstream MMO games of note. Still, it’s a harmless bit of Something Else, and indeed, free to play indefinitely.

 

They would quite like some money though, I’d imagine, and signing up as a Member, ( £3.49/month, $4.99/month) allows you to use healing and mana potions that stack in inventory, and heal for more, and also to equip items of yellow ‘rarity’ and up, which those of us on the cheap seats have to get by without. I expect there are some more subtle perks in there too, but the game certainly seems playable enough without all that, at least well beyond the point I’m likely to lose interest at anyway. No ‘Three Good’ or ‘Three Bad’ for this one…simply haven’t played it enough for that, and it’s not a free trial anyway.

 

Still, it’s there now, on my desktop, and it’s often easier to fire up a game you already have, than go through the registration for a new one. All in all, not likely to become an obsession, or knock anyone’s socks off, but then you do get what you pay for, and it may entertain in small doses when your regular soma is down for maintenance.

 

Dungeon Runners is available here, weighs in at a modest 450MB or so, and as mentioned, doesn’t need to see your money before letting you in, although a free PlayNC account is probably necessary to get hold of it in the first place.

 

I’m turning into such an NCSoft minion these days. Hurry up with The Pirate Game, will ya, or it’ll be yet another NCSoft game next; Tabula Rasa!

(Some good interview stuff with The Pirate People on Virgin Worlds Podcast #82, by the way, including all sorts of clever ideas about ‘End Game’. Sounds good so far!)

Permanent link to this article: http://howtomurdertime.com/blog/2007/08/14/the-running-of-dungeons.html

Aug 07 2007

The Exploration of Variety…

Well, that’s probably enough free trial hopping for the time being, I’d say. Been an interesting month and a half though, and it’s always good to broaden one’s horizons, even if it is only ‘trying a different kind of computer game for a bit’. I quite enjoy the occassional change of scenery from time to time anyway, and tend to be a bit of a fickle with my Brand Loyalty to be honest, but this particular mini-run of Operation Cheapseats did have a kind of focus to it: looking for a ‘different’ MMO.

 

I’m sure the more perceptive of you have been silently adding the invisible ‘to World of Warcraft’ each time you read me ranting about ‘different’, and it seems you can’t throw a stone in the RSS reader these days without hitting someone who seems at once obsessed, and yet also irritated, with the big-ass Blizzard success these days. I hear there’s some kind of new expansion in the works for it? “Insurrection of the Undermine?” Something like that anyway.

 

(I still maintain that the best expansion for WoW would be one in which both the Horde and Alliance get goblins as a playable race, and a huge civil-war in their city. Goblins is the best part of WoW if you ask me!)

 

Everyone seems at best unimpressed with the details so far, in the same way that they aren’t that impressed with the other expansion that I’m also missing. I have no experience with any of it, having hung up WoW, contented, after reaching L60 with my first character. Job done, tick in the box, moving on! Don’t get me wrong mind you, I’m certainly not a ‘hater’. Thoroughly enjoyed the whole journey, and perhaps when enough years have passed, I might even like to try it a second time. Hopefully, as a goblin!

 

Many others aren’t so sanguine about WoW having, well, an end I suppose, and plough head first into a variety of unsatisfying ‘make-busy’ tasks and subsequently seem to get themselves in a terrible state, which is a shame. This kind of souring threatens to tarnish the memories of the good times that were had in there, and seems so avoidable too. Not my place to tell folks what they ought to be doing with their free time, of course, but it’s always seemed quite clear to me what one should do when a game stops being fun.

 

Anyway, I sometimes think I was never quite playing WoW ‘properly’, and my most scarey top-end dungeon was Lower Blackrock Spire, so treat my opinions with the dismissal they no doubt deserve! (I think that was what it was called anyway – the one with the evil dwarf town.) Still, when I get fed up with an MMO, I try different one, and that’s what Operation Cheapseats is all about. Any MMO worth playing at all has some kind of free trial these days – usually a 14 day romp around the low-end newbie content, letting prospective subscribers have a bit of a taste before doing anything drastic with credit cards, and despite what many people think there’s actually hundreds of the things out there. Here’s a list, if you don’t believe me! Granted, not all of them have quite the polish of WoW, but odds are there’s something in there that’ll entertain for a couple of months.

 

This particular go at the trials had a bit of a theme; the pursuit of this nebulous ‘different’ I keep carping on about, and the three games I saw all had that in spades. It was also a good chance to fill in some notable blanks in my otherwise broad canon of MMO gaming, which is always important if you hope to rant about MMOs and be taken seriously in any way at all. I still haven’t played Dark Age of Camelot or Merdian 59 yet either – glaring ommissions that will probably have to wait until the Cheapseats mood takes me again. I’m also morbidly curious about Matrix Online too – is it really all that bad?

 

Three very good examples of how else it can be done this time around though, with some surprises.

 

Auto Assault was a lot of fun, with a setting like no other, and yet surprised me by being perhaps the most WoW-like of the three, despite it all being fast cars, mutants and machine-guns. With the announcment of it’s mothballing, I kind of wished I’d tried it earlier really. Still, glad I actually got a look at all, now its soon to be no more. Maybe something similar will rise again. Exanimus sounds like it has shades of the post-apocalyptic about it, and Interplay continue to sit on the Fallout MMO licence. I suspect they’re just waiting for The Right Price, before turfing it over to someone more suited to putting the idea into practice – this new Zenimax MMO lot perhaps? Elsewhere in The Grim Future, there’s Tabula Rasa and Huxley to look forward to. I hope we’ll see more Sci-fi not too far ahead.

 

City of Heroes is one I’m glad I finally got round to. Lots of people say the grind is a bit of a nightmare, past 30, but I did love the early levels, and the fantastic travelling powers. Godforbid a jaded old hack like me even consider ‘RP’ anymore, but it was one of the few times in recent gaming where I’ve actually felt like the part. It’s also a refreshingly casual thing too – I can see myself just dipping in for a mission or two, rather than the five-hour slogs I’m more used to. After all these years of caving in orc, wolf, rat and skeleton heads, bouncing about a busy metropolis fighting Crime is going to take some wearing out, I think, so I think this’ll be one for a subscription, and should make a nice change of scene for when I’m in that vigilante mood. The surprise there was how much fun MMO gaming can be with the constant spectre of Stats looming over my shoulder.

 

Dungeons and Dragons Online was the biggest surprise though, showing me how utterly different modern day MMOs are to the dice-rolling group-play of Ye Olde Penne And Paper. Turbines go at making that style of thing into an MMO was solid enough and polished within itself, but at the same time, was almost an completely different gaming experience to any other MMO I’ve played, and for something that looks so similar to Everquest 2, plays in almost alien ways than I was used to. Hard to say which of us was at fault there really, but for me at least, things have changed a lot since I last picked up a pointy dice. Faced with something so completely different, I realise now that perhaps there can be such a thing as ‘too much change’. I’m glad I gave it a go though…very instructive, and perhaps one day, I’ll be able to return to it properly.

 

I guess there are two types of MMO gamer these days; those of us who are happy with our game of choice and willl keep on playing until they forcibly evict us, and those of us who are still in search of a game we can truly call home.

 

I started in on Anarchy Online just after it’s notorious release, (Which really wasn’t all that bad, if you ask me. Laggy for a month or two and a bit tempramental, but soon patched into acceptability.) I made a lot of friends there, and had a good year or two. Eventually, I moved on though. A good few years later, I popped back to check out Shadowlands, and one or two of my old compatriots were still there, on the same characters, doing the same levelling, hunting, missions, shopping, etc, four years in. On my occasional revists to Planetside, I see the same old names on Command Chat, and in the kill-spam. When Pirates of the Burning Sea is out, I expect I’ll go with the Access Pass again and take the opportunity to pick up the Bolt Driver once more, and I have no doubt it’ll be the same names again. Some folks are perfectly happy where they are, and I envy that in some ways. I expect there’s a significant number of folks in Star Wars: Galaxies, that have been there from the start, stayed through hell and high-upgrade, and still love it today.

 

We’re not all that lucky though, and for the rest of us nomads, myself included, it’s an ongoing oddessy; an ongoing Operation Cheapseats, of various ‘trial’ length and costs. I think the trick is not to give up, and to keep on looking. But we’ll never know for sure unless we give it a go. Next time you’re slumped there at the arse-end of an unsucessful raid, or your twenty-ninth farming trip on The Throne Of Dooooom, or just bogged down into level 48 and going nowhere fast, why not take a bit of a break and hunt down that free trial you never quite got round to? In the words of lisping potato-faced celebrity chef Jamie Oliver: “Try something new today!”

 

(And if you do, do pimp any blog ramblings about it here. There’s a lot of games I can’t free trial now, having subbed and seen them to death already. Always fascinated to read other people’s first impressions of them!)

 

Anyway, it’s back on the Tuesday N00b Club for me, (more on that tomorrow), and probably a few months of superpowered mayhem in CoX too.

Permanent link to this article: http://howtomurdertime.com/blog/2007/08/07/the-exploration-of-variety.html

Aug 03 2007

The City of Stormreach…

Once more unto the breach, dear friends! A slightly shorter free trial then usual this time with Turbine’s Dungeons & Dragons Online: Stormreach, a modern day PC-based incarnation of the pen-and-paper game that started it all off, over 30 years ago. The free trial is available here:

http://trial.ddo.com/

It lasts ten days, rather than the more customary fourteen, weighs in at about 2GB, and involves a bit of wrangling with File Planet, and quite a bit of patching once it’s down, which makes for a bit more of a chore than most. It needs no credit card, only a valid email address, and comes in European, and American flavours, so be sure to tick the correct flag for where you live.

 

The City of Stromreach stands on the frontier of the wild and dangerous lands of Xen’Drik, and attracts adventurers from across the world, seeking fortune, power and glory. Beset from within by internecine factional politics and scheming, and from without by hostile creatures and malign forces, it is a city of opportunity for those skilled with a spell or blade.

You are one such, a young but promising mercenary, drawn by tales of heroism and profit, and even now, sail on the morning tide to this nexus of intrigue and adventure. You start life on the dock on the island of Smuggler’s Rest, the last port of call before reaching the city itself, with nothing but a cheap blade, the clothes on your back, and a pocket full of ambition, determined to carve a piece of this brave new frontier for yourself…

 

Three Good Things:

  • Dice:
    Put simply, its D&D, and shows. I only have a ‘one read through’ passing familiarly with the more basic of the 3rd Edition Dungeons & Dragons rulebooks, but DDO does seem to be a very faithful implementation of those rules. Certainly, Turbine have had to take some liberties with some of it, due to the very medium of an online computer game. Things like the ‘mana-bar’, and rest shrines have been added to make the basic gaming of D&D workable in a real-time computer game environment, but as far as I can tell, most of the rest of it is here, intact, and working quite well; skills, feats, equipment, spells and so on. The UI even displays little ‘d20′ rolls in one corner to show the results of various things you’d roll a dice for in a PnP game, which is a nice touch. Those with no D&D experience at all can still pick up the ropes here, but the drastically different framework may take a bit of getting used to, if WoW, EQ2, etc is all you’ve known, as many things work slightly differently in D&D, compared to the more usual MMORPG. (For this reason alone, ten days may not be enough for it to properly try to sell itself to you – there are a lot of new things to learn)

    How well and faithfully the campaign world of Eberron has made it online, I’m less qualified to say, having no real knowledge of it from rulebooks, but the city and environs are certainly well crafted things, striking a good balance between roleplaying fantasy backdrop, and functional linking lobby.

  • Adventures:
    DDO does away with the more traditional ‘Combat XP’, found elsewhere, and only grants it’s xp for completing quests, and the bulk of this is given mostly for the successful completion of entire instances. This move away from grinding and into a much more rigid quest driven type of play means that every quest is a little story in it’s own right, and you’re always caving monster’s heads in for a reason, which is nice. Numerous adventures exist, and improving on early release anecdotes, it seems there are now a lot of ones suitable for soloing players, if a group can’t be found, or you just want to be with yourself for a bit. Saying that, it becomes clear from very early on, that to get the most out of this game, a group is likely to needed, and a regular and dependable one at that.

    The various instances differ in duration and team requirement, and can be re-attempted on successively higher difficulty settings, once the previous one has been unlocked, allowing for a fairly tailored, and quite episodic, gaming session. DDO has some nods to the more usual overland explorable zones, complete with wandering monster encounters, but in the main, this game seems to be about lots and lots of party-based instanced dungeons. I guess the clue is in the title really!

  • Action:
    It uses a very novel FPS-style mechanic during actual play, which makes moment to moment fighting feel much more like a single-player action title, in co-op mode, than anything more usually found in the MMORPG category. Aiming is required, and targeting is not. If the monster is in front of you, and you swing your sword, you’ll hit it. If its out of range, to behind you, you won’t. Everything also moves much faster than typical, and position becomes far more important than elsewhere, with many of the monsters deliberately jumping about and trying to outflank you.

    It all makes for an experience that romps along with a carefree abandon, certainly at the lower levels at least, and is quite unlike anything else to be found in today’s crop of MMORPGs. It does add a certain FPS skill requirement to it all, beyond that normally found in an MMORPG, which can take a bit of getting used to for the new player, but seems sufficiently fresh to be worth that extra effort on the learning curve, and its nice to be doing more than playing the usual and often abstract game of hotkey mashing found elsewhere.

 

Three Bad Things:

  • Spoilers:
    The various instances are not randomly generated, but usually handcrafted and painstakingly designed ‘D&D Modules’, complete with ‘DM Voiceover’, hidden traps, scripted events and all manner of secrets and surprises. While this is good thing in itself, and makes for a much more involving dungeon than is usually found elsewhere, such surprises are only surprising the first time around, and even two or three goes through the same dungeon myself, saw me starting to remember where all the bits and pieces were. These instances seem to become ‘self-spoiling’ very quickly, and ideally, you should probably only do each of them once, ever. I’m not sure if this is that practical, given level progression only comes from dungeon completion.

    This problem is particularly compounded in pick-up groups. Its hard to apportion blame for this really. Many of the PUG folks I grouped with were most likely on character three or four by now, and there seems to be only enough dungeons for one common path up the levels, rather than the different starting areas and lands given to different races in other titles. People can’t help but remember past goes at it all, and with the best will in the world, are unlikely to keep silent about important or dangerous dungeon features up ahead.

    It all makes any attempts to ‘keep it a surprise’, or ‘discover it for yourself’, all the way up, quite hard work and a deliberate rationing exercise, and I can’t help but feel that the game is enjoyed at it’s best, in a small, regular group of RL, (or long-time online) friends, who all agree to only play at the same times, and not go off on individual side-trips – working through the game in a more deliberate manner than most of us MMORPG players are accustomed to; a kind of Tuesday n00b Club type of affair. (It even has built-in voice chat, which would probably help there) This isn’t always practical for everyone, but with a certain amount of resignation about the ‘newness’ of it all, there’s still a lot of fun to be had with the basic combat gameplay anyway.

    One noticeable effect of all this is in groups. The first timer will tend to feel harried by those who have done all this before, and perhaps not get the chance to see it all properly, as intended. On the other hand, those who have done it all before several times over, can get quite understandably impatient and cross with dawdling virgins. ‘no rushing plz’ is often seen in the text descriptions of parties advertising for extra members, hinting that this disparity of pace isn’t just me, and I think it probably pays to make your expectations of the upcoming dungeon clear to the rest of the group before you get started, rather just just sign up and plunge in like elsewhere.

    Other MMO dungeons and instances suffer from this to some degree as well, but since they’re often more generic and bland experiences on the first go anyway, there’s generally less to actually ‘spoil’, as such.

  • Imbalance:
    Something that caught me out a bit, in DDO all classes are not created equal, and judging by the descriptions, some of them being a lot harder to play than others, is in fact�working as intended. This ties into the grouping quite significantly, and means that a lot more thought than ‘I always play a Wizard!’ needs to go into the initial choice. In general melee classes, and the Cleric, seem not to need a group nearly as much as the ranged, casting and utility classes do.

    Rather than picking whichever you want for purely RP reasons, or for the particular coolness of one over another, things like solo viability, melee survival and overall difficulty need to be considered first. The difference between being a Rogue and being a Barbarian, alone and in the exactly same dungeon, at the same level, was quite immense in terms of viability and pure enjoyment.

    This is fine if you know that there’s always going to be a Fighter to keep you safe, or a Cleric to patch you up, and indeed, the more ‘difficult’ classes still seem very useful additions to a party. Those with more solo tendencies, or who rely more on randomly composed pickup groups to get things done, are likely to have a much easier time of things if they pick a melee class to do it with though, which can curtail some of the original ideas of what they wanted to be.

    Not that there’s anything wrong with picking ‘difficult’ on purpose, mind you, and I suppose this one is more a warning than a criticism, per se. Read the class descriptions carefully…they actually mean it here.

  • Deceptive:
    I think the biggest problem I had over the course of the trial, is that DDO is a master of disguise. It looks and feels so much like a more traditional MMORPG that it continually lulled me into all manner of false assumptions about was actually going on, versus what I thought should be going on, and the sudden coming to terms with a novel FPS style of gameplay in an MMO didn’t help matters much. Throughout, I found myself having to learn new things, which isn’t bad in itself, but also having to unlearn other things I thought I knew off by heart, and in most other MMORPGs, are taken as read. Quite irritating for a mechanics obsessive like myself, and I suspect this is likely to cause difficulties for other MMO Tourists as well.

 

A practical example of this can be seen all over the Harbor, with new players constantly making sudden and gratuitous swipes with their weapon. ‘Swish!’ There are no monsters here, and its not just showing off. LMB is select, and RMB is attack. I and, (by the frequent and random ‘Swipe!’ noises I kept hearing), many other players, seemed to instinctively assume that RMB would rotate the camera about, I think. Oh yes…trivial, I know, and just a quick poke at the Keymapping screen to fix, but this kind of thing crops up all over the place, and it took the full ten days for me to get to the stage where I felt comfortable enough in my character and the world around them, to stop fighting the game, and start concentrating fully on fighting the monsters. Usually it’s a much quicker process, I’ve found.

 

This all makes me a bit of a hypocrite I think, I who bang on about my yearnings for a ‘different’ sort of MMO all the time. Its not so much that DDO is a genuinely different take on it all; it is, more that it does such a good job of appearing to be an MMORPGs of the more classical school. Still, given time and determination, these things can be gotten used to, I’d imagine. Just not sure ten days is quite long enough to unlearn so much. I do give Turbine the benefit of the doubt over it all though. I don’t think that they’re being deliberately different to wind me up on purpose. I think that most of the differences are just a result of keeping so closely to a set of rules designed for Pen and Paper gaming, rather than purely for online play from the outset.

 

All quite broad and nebulous things, I agree, but to it’s credit, I didn’t see any of the more specific and mundane things broken, and on the whole, DDO, circa Aug-07, is a nicely polished package – certainly for the first few levels anyway.

I reached the end of the trial impressed at the ambition, and indeed, execution, of the idea – a real and working attempt at bringing D&D to the PC, with friends. Mind you, I can’t help wondering if DDO is actually really aimed at us at all. By us, I mean the Wow/EQ2/etc/(see sidebar)/et al. veterans of several years standing, bored and looking for the next in a long line of MMORPGs. For us, Turbine humbly offer Lord of The Rings Online instead, which by all counts is something of a “World of Warcraft 1.5, with Hobbits”, and stuffed full of the more familiar aspects of MMO gaming, which would cause us…or me at least…somewhat less conceptual difficulties.

We can learn this other thing, of course, with some effort and grit, but it seemed to me to require a bit more work for it all than I’m used to putting in to my games; patience, restraint, understanding, and more of an open mind than I’m used to displaying.

No, I suspect DDO is mostly for actual D&D players really; a small and friendly regular group of long time compatriots, looking to try an entirely new kind of Module or Campaign Book. From what I gather, PCs have long been a part of table-top gaming – laptops with rules and tables on for quick reference. Perhaps this is another step in that evolution, rather than one in our own. Whichever side of it all you’re coming form, I suspect that ten days isn’t going to be quite long enough to assimilate so many new things though.

As for me? Well, I’ll probably give it a miss for now, but who knows? Maybe that Perfect Group will come together in my life some day, and we’ll all sign up and do it properly, some ‘DDO N00b Club’ of the not too distant future perhaps… For just the soloing and PUG work though, it wasn’t quite catchy enough for a subscription on that basis alone, I thought. Despite all this, it did strike me as quite innovative in a lot of ways though, and perhaps MMORPG Designers of the Near Future could learn a thing or two from it, for subtle inclusion into more familiar future titles.

Final Verdict: Interesting and ambitious treatment of the game that started it all. Worth a look, but possibly not to most MMO gamer’s habitual tastes. Works best with a regular group.

So that’s that then. Three trials, six weeks, and a lot of interesting and novel sights, sounds, and styles, that I’d somehow missed, ignored or simply not gotten round to before. Time to settle down for a bit I think, but probably some follow-up ranting to come still I shouldn’t wonder…

Permanent link to this article: http://howtomurdertime.com/blog/2007/08/03/the-city-of-stormreach.html

Jul 19 2007

The City of Heroes…

Another fortnight, another hopelessly unrepresentative lightning tour of an MMO that I’d never quite gotten around to trying before. This time it’s Cryptic/NC Soft’s City of Heroes. While there don’t seem to be any free trials to be had directly from their website, there are lot of bulk trial giveaways floating about out there, so getting a look at the game isn’t too difficult, and just requires a bit of hunting about. They also run a Refer a Friend scheme if you do have a friend on the inside.

The trial is for 14 days, is a full client download – about 4GB, requires no credit card, but does need a PlayNC account setting up, which you’ll already have if you play Guild Wars, Auto Assault or other NCSoft title.

City of Heroes and City of Villains are effectively two sides of the same game, but for the purpose of this trial, I’m only looking at the City of Heroes content.

 

Paragon City is the largest city in America, and since it’s founding in 1823, has been a magnet for organised crime, military aggression, natural disaster and extra terrestrial invasion. Fortunately, in 1933, a band of extraordinary humans with unusual powers, led by a man calling himself The Statesman began to use their gifts for the defence of the city and it’s citizens.

Over the following years, up until the present day, an ever growing number of righteous super-powered individuals have come to the beleaguered city, to call it home and defend it’s people against an increasingly dangerous and hostile world. In recent years one of the newer threats to this already troubled metropolis comes in the form of the sinister and organised Arachnos, based on the Rogue Isles, and made up of super-powered individuals who have chosen a darker path, (City of Villains), and now more than ever, the people call out for protection from the many forces of darkness.

You start life in one of the side streets of Paragon City, a rare individual with a special power, and a determination to use it for the greater good of the city and it’s inhabitants. Nearby a police officer calls out to you – it seems that all is not well in this neighborhood, and a virulent outbreak stands on the brink of ravaging the city and turning it’s citizens into ravening madmen.

This is just the first of many opportunities to put your gifts to good use…

 

Three Good Things:

  • Diverse
    The character creation stage is a thing of legend among MMOs, and rightly so. I’ve never quite seen anything like the sheer number of options available to you during the costume design phase, and it seems to allow for thousands of possible avatar looks. These choices also stay relevant throughout your gaming life, as you get no visible armour equipment, which in other games tends to cancel out any personal choices you made very early on. This all means that everyone gets to look as unique as they like, which is refreshing. In two weeks, I never saw two heroes that looked significantly similar.

    This extends to the actual ‘classes’ too, with a huge number of combinations of Artchetype, Primary Powerset and Secondary Powerset, and about 10 powers in each powerset, meaning that there really is no telling what kind of tricks the next pickup group might be capable of. This makes being specific about group requests quite awkward, but means that every group you find yourself in is going to be something a bit different and interesting.

  • Super
    The whole game is a kind of pastiche homage to virtually every superhero book, comic or film, all in one package. This is reflected in the game mechanics a great deal, notably the wide variety of interesting and different super-powers available to pick from as you go up the levels. There are hundreds of these, including fiery breath, cocoons of ice, mind control, super speed, gigantic leaping and so on, all of which creates a different and interesting feel during play. Definitely a departure from the more accepted norms of swinging swords, shooting laser guns, and casting magic missiles, found elsewhere. Where else can you defeat your foes by flinging photocopiers at them?

    It also shows in the general look and feel of the experience on a wider level. Bounding through the skyscrapers on the way to wreck a den of evil sorcerers or rescue a helpless innocent from a platoon of assault commandoes or ninjas, and seeing other heroes jetting about on their own crime-fighting errands, you really do feel the part. At present, no other game offers this unique setting, and it does the job well. I’ve never been much into the whole Superhero thing myself, but even I found this different kind of MMO life interesting and fun. Most Superhero stories are exactly that; stories, and so very difficult to work into an MMO where thousands of people are also The Hero. City of Heroes does a decent job of finding a compromise.

  • Friendly
    Perhaps not a specific game design feature as much, but unusually for me, I spent more time in teams than solo, throughout the fortnight. I don’t think it’s that Tankers are in short supply and needed, or that I’m a famous enough hack to warrant any specific notice, but the random group invites just kept on coming all fortnight long. I wasn’t even officially flagged as LFG. I suspect something about the game, it’s much more freeform group composition requirements, and it’s relatively light death penalties (just XP debt and short return journey), makes the average player much less put off by bad pickup grouping experiences, and more likely to get out there and get recruiting.

    In particular, the far lesser emphasis on having exactly the right balance of classes, (Tank, Healer, DPS, Crowd Control, Pastry Chef, Epidemiologist, etc), makes group work much less a ruthless science, and more a carefree adventure. Having a dedicated Empathy Defender to do the healing did make things run smoother, certainly, but it does seem that in the early levels at least, a completely random mix of any classes, can get the job done well enough. The game may indeed become SERIOUS BUSINESS at higher levels, but for the first 20 or so, it just seemed like good clean painless fun for all concerned. In general, the people were polite, good natured and the was very little of the abusive smacktalk that often tends to come as part and parcel with low-level zonewide broadcast chat. I even saw quite a bit of roleplaying going on. Gadzooks!

    A particularly well-implemented mentoring system (Exemplars and Sidekicks) helps with the free and easy group mentality even further, removing yet another traditional barrier to people just going off in a random group and having fun.

Three Bad Things:

  • Levels
    For some reason, the usual and artificial mechanic of Experience Levels seems particularly jarring in this game. Getting all costumed up, rushing out with your first two superpowers and straying too far from the starting plaza is likely to get you a beatdown very quickly. Fair enough… go where you’re supposed to be, and all that, but it just seems especially galling when you’re supposed to be a superhuman crime fighter, and are then promptly sent to hospital (killed) by two regular guys with nothing more ‘super’ than improvised face-scarf disguises, and baseball bats. I’m sure later on, the emphasis moves more toward giant out-of-control robots, alien death raiders and bona fide, card carrying Super Villains, but the initial, and otherwise quite effective, suspension of disbelief keeps being routinely jostled by this kind of artificially imposed bracketing.

    Conversely, it’s somewhat shocking how quickly you learn to just run on past a handbag-snatching-in-progress without a backward glance, simply because the self-same baseball bat wielding thugs are now beneath your notice. This crime is not serious enough to warrant MY attention! A different aspect of the same problem.

    Oh, I know…there are any number of gameplay reasons why levels need to exist, and I have no idea what alternatives might be tried instead, but it’s a continual low-grade irritation.

  • Samey
    When you get right down to it, the basics of gameplay do seem quite fixed and similar. You’ll either be roaming the streets, looking for ten SuchAndSuch Thugs to beat down, or you’ll be in one of the modular randomly generated mission instances, beating your way to the stolen plans/captured hostage/evil thug boss. These mission instances are quite similar to the ones pioneered by Anarchy Online, several years ago, although with a much more lavish and well detailed set of ’tiles’ to build them from. They are tiles however, and even after two weeks, I was starting to recognise repeated configurations of stairs, warehouse racking, office lobby and cavern. There are variations of course. I found the Safeguard missions quite a lot of fun, but even those become quite familiar after the first two or three goes.

    The brief go at the first Taskforce mission chain we’d managed, turned out to start with three more missions of something very similar too, when I was expecting something a little more unique and different. We only made it three missions in though, out of sixteen or so, so perhaps those do become more Guild Wars-like as you get further in.

    (On that note, 16 missions in a row without being able to leave the Task Force group, level, or do other stuff in between does seem a little excessive. It’s only a small mercy that you’re allowed to log out in between missions, preventing you from having to keep an 8-12 hour block aside for the badge!)

    I did manage to get a bit of soloing in and would imagine that if that’s all you did, the basic gameplay would get quite stale fairly quickly. The novelty of the other players does mitigate this a bit, particularly pick-up grouping, just due to the diversity of powers and costumes out there. There are other things to do in the game, of course; PvP in various forms, auctioneering, limited tradeskills, the base construction play set (which is very cleverly done), exploration and badge-hunting, and there’s even some kind of superhero nightclub zone that I never quite got round to looking at. It’s a great game for starting Alts in, and for those with the double-deal collector’s edition thing, there’s an almost entirely different game to be explored in City of Villains.

    Despite all this, I still think it’s a game that relies heavily on Other People, and whatever other things you try and enjoy, I suspect you’re still going to be clearing a lot of thugs out a lot of warehouses in your time there. Usually this is difficult thing to spot in a 14 day trial, so the fact that it became apparent at all, is something to note. Perhaps I’m being unfair and things alter drastically and often, as you work up the levels, but I’m wondering if I’d still be clearing out the same warehouse in three months time.

  • Vague
    One for the hardened MMO Min-Max Spreadsheet DPS Calculator obsessive – City of Heroes is very shy about it’s numbers, and almost nowhere will you find actual statistics. Your character doesn’t seem to have any, in the traditional sense, and nor do any of their powers, or inspirations (potions). You also get no gear to tweak or refine or sell. Those heroes who focus on a weapon get that weapon for free as a part of the Power, which presumably is self-upgrading. Equipment is solely limited to the Enhancements – lootable and craftable abstract ‘modules’ which can be inserted into your Powers, to make them a bit better in certain areas. These do have numbers, but only relative percentages, applied to a number you have no idea about anyway. I’m a bit of a numbers obsessive, as regular readers will know, and this novel approach to the nuts and bolts of an MMO just left me all anxious and adrift a bit.

    I guess you get used to it over time, and it didn’t seriously ruin my enjoyment that much, but for many players, the hoarding of gold/credits/etc, the mini-game of hunting down the phat loot drops and endlessly refining the paperdoll, is an essential part of the MMO experience. Those folks are likely to be disappointed in the selflessly altruistic pseudo-economy of Paragon City. It makes sense, I guess – real superheroes care not for earthly trinkets and greed, and their powers are an intrinsic part of them, not something looted off the still-warm corpses of monsters. The Enhancements do provide some opportunity for tweaking however, and are probably complex enough to cause the messageboard ‘Post teh Best Build evar here!!’ flamewars we of the Church of Number love so much.

    Presumably the idea is that we should spend less time doing the tortuous optimisation maths, and more time getting into the role of hero. It’s a different kind of way, and perhaps a healthier one overall, but if like me, you’re more used to regular MMOs, you’re going to have quite a bit of culture shock over it all.

    I wouldn’t mind so much really, and approve in principle, but the reason this is a bad thing and a not good thing, for me, is that it’s still quite apparent that even though we aren’t allowed to see them, the game is still using some kind of numbers to determine whether we live or die, and I suspect rather than the intended liberation, we’re just being kept unnecessarily in the dark. I found it very difficult to measure my own performance as the fortnight went on. Do I need to upgrade Enhancements? Am I using the right ones? Should I use Attack A or Attack B? Is this Power worth getting? What does it even do? Somewhat frustrating, all in all, but forgivable, if you have the time and effort to learn this stuff by ‘feel’.

On the whole, I really enjoyed this one, and think it’s going to be a keeper. Definitely worth the price of admission for a good long multi-month stint. I’m sure the longer level-grind will be less fun, but then few games escape that particular failing, and it seems the sort of thing you can come back to and chip away at, months at a time anyway.

One thing that did colour my impressions somewhat, despite my best efforts to be objective, was having a decent Supergroup to go rampaging about with. Thanks to The Disconnectables – The Chained Reaction, Slush Puppeh, Mumblebee, Changling Bob and The Mighty Millionaire. Good times! Turns out these games are more fun when played with other people. Who knew!?

(One extra Bad here, although not really to do with the game itself – the EU and US servers are totally isolated from each other. This was quite vexing to me personally, as there were a number of US CoH folks; bloggers, commenters and mailers, whom I’d quite wanted to visit, say hello and bust some heads with. Unfortunately, it seems not even the clever inter-server /tell @soandso system crossed the great divide. Apologies to those US folks who did want to meet up! This presents a difficult choice for when I do want to actually sign up – EU or US? Many of the Disconnectables are usually on the US servers, but then again, EU servers tend to be less laggy, by 150ms in some cases. Decisions…)

I always do three good things and three bad things with these, partly because I obsess about symmetry, (which makes ship buying in EVE Online a bugger – “I know it kicks arse, but it’s so…wonky!” Thank god for the Hurricane!) and partly because I like to RP a ‘Proper Game Journo’ in my spare time, but many of the bad points I did see are either consequences of it being so different to anything else, or simply recurring gripes that no game has got right yet.

Final Verdict: Refreshingly different casual gaming and a solid, polished experience. Well worth a couple of months if you need a holiday from Orcs, or just if you always wanted to be a super hero, but look silly with your underpants outside your trousers!

Definitely one I’ll be signing up to soon, but I did set out to do three titles in this season of Operation Cheapseats, and it’s only fair to finish the run. Next up is Dungeons and Dragons Online, Turbine’s go at bringing the old-school, back to basics, tabletop game that started it all, kicking and screaming to the 3.5 edition rules, 21st century MMO, pointy dice and all!

(I’m almost entirely convinced that I didn’t personally kill Auto Assault with my review, and that it was all just bad timing, but will still be watching tomorrow’s MMO news headlines with a certain sense of trepidation…)

Permanent link to this article: http://howtomurdertime.com/blog/2007/07/19/the-city-of-heroes.html

Jul 02 2007

The Assault of Autos…

And so the the roundup, after two weeks on the interstate system of a wrecked and ruined future. The Auto Assault trial can be found here:

Auto Assault.com: News – Look for the link near the top.

(EU players should try here instead: eu.autoassault.com/pcgamer)

 

Trial lasts 14 days, the client requires a ~3GB download, and the whole exercise requires no credit card details, but does need a PlayNC account setting up.

 

After an unexpected alien bombardment causes millions of deaths and thousands of mutations, and a failed attempt to restore order using a race of specially created biomechanical-enhanced shock troops, the remnants of genetically pure humanity, under the auspices of the Hestia Corporation, decide that the only course to a peaceful future, lies in the sterilisation of the entire world, with atomic fire. Upon returning to the surface they find that both the Mutants and the Biomeks have also survived the cleansing, and the world is now a different and more dangerous place.

Enter a new kind of warrior, to bring order, supremacy and peace – the road warrior. Using highly-modifiable nuclear-engined automobiles, these warriors leave their respective sanctuaries, and begin to impose their will on an increasingly ravaged and war-torn world.

You start life in the training area of your chosen faction, at the wheel of your first vehicle, fully equipped to hit the highway and start causing mayhem.

 

Three Good Things:

  • Hectic
    The basic business of moment-to-moment play in Auto Assault is tremendous fun, with the action being fast, furious, noisy and explosive, and yet it remains surprisingly intuitive, and requiring minimal ‘real’ driving game skills. Right from the word go, you feel powerful, gutsy and potent. It’s quite rare these days that I’ll actually go ‘off mission’ in these games, instead just putting in the minimum fighting necessary to tick off quests, which I tend to view as the real point of it all, and the fights just a means to an end. Not so in Auto Assault, and just going from A to B is a gleeful exercise in high-octane carnage. This will get old eventually, of course, but not nearly as soon as in other, more traditional types of MMO, I think. Killing ten ‘rats’ in Auto Assault, has yet to become a chore, and I’ll often kill twenty, just for the sheer hell of it.
  • Familiar
    Beneath the cars, guns and post-apocalyptic setting, Auto Assault uses many conventions and mechanisms found in more usual MMOs – in particular World of Warcraft’s mob con system, mission journal, loot types, auction house, mail, skills, pets, classes and more. Since the actual driving and fighting are new and different enough things to learn, this familiarity makes it fairly easy to get up to speed with the rest of the gameplay, despite the apparent surface culture shock of the post-apocalyptic setting. This also applies to deeper aspects of gameplay, such as progression through the world; the substance of missioning from outpost to outpost, and the whole thing feels much like the sub-60 WoW game, which isn’t a bad thing if you liked that bit. This leads to some slightly silly or jarring elements, such as the ‘Rusty AT Launcher of the Eagle’ type of ‘magic’ loot names, but such lapses are forgivable in the interests of not totally confusing the hell out of new players from other games. This may not please those looking for an utterly different type of gaming experience, but on balance, I’d call this ease of adaptation a plus point.
  • Setting
    The world design I’ve seen so far, Biomek, Human and Mutant, and the wastelands around their cities, is very well done, and although not to everyone’s taste, I like it, with obvious nods to the Fallout series, and the grim shattered desolation of a future gone wrong, but also many interesting and original touches, such as the Mutant tutorial area, the Tempernet assimilated areas and the various side-canyon ‘dungeon’ instances. A surprising level of backstory depth pervades the whole, for those interested in that sort of thing, and clearly a lot of thought has gone into that side of it all. It isn’t a game that takes itself too seriously however, and as well as the sheer gleeful carnage of the basic gameplay, many of the missions and NPCs show a wry sense of humour that goes some way to lifting the mood of what otherwise might be a pretty grim type of gaming life. An added related bonus, is that unlike most MMOs with more than one faction or side, all three of Auto Assault’s Factions seem to get entirely different zones to explore and play in, all the way up, only coming together in the end-game PvP zones, meaning that alting on a different side really does mean a different game, rather than just a different first 20 levels, greatly extending replay value.

Three Bad Things:

  • Demanding
    With so much stuff going off at once, so much destroyable detritus everywhere, such a high speed of travel, and the physics of bouncing about everywhere, the game is quite demanding on hardware. In particular, movement in the cities and outposts, where you are on foot, was almost impossible to control due to low FPS, unless I turned all the shadows off. Given Auto Assault’s relative age, and my recently-new PC, I’d expect things to run a little more smoothly than it does. Occasional irritating memory leaks of some sort don’t help either, and now and then, I’ll need to shut it down and restart it, just to get the thing out of freezeframe slideshow mode – not helpful at these kinds of driving speeds. To be fair, these are few and far between, but one would expect them not to be there at all. Out on the road though, things move along at an acceptable pace most of the time, with the majority of the detail turned on. The game supports the addition of PhysX cards, presumably for even more impressive building explosions, but this seems a bit of an extravagance for what Auto Assault is, a bit of a jolly in gunned-up muscle cars. Going to need a fairly robust modern PC to get the most out if this one though. (I was using Vista throughout the trial.)
  • Endgame
    I’m mostly working on anecdote here, but general opinion is that there isn’t a lot to do at the far end of Auto Assault, and activities seem to revolve around repeated solo/small group farming of the higher leveled instance bosses, or somewhat unbalanced Factional PvP in the middle bit of the world map, Ground Zero. Given that I got to Level 43 in fourteen days of reasonably measured evening and weekend gaming, I wouldn’t think it unlikely that I’d cap out within a month or two. There’s still doing it all again with the other two factions, as different classes, but even so, it’s likely that the dedicated gamer will run out of Auto Assault reasonably quickly. This is hardly a problem unique to Auto Assault mind you, and MMOs of all types continue to struggle for a satisfying answer that annoying question we tend to ask when we finish the levels, ‘What now?’ In Auto Assault’s case however, this Endgame Conundrum seems greatly exacerbated by the lack of population (below). No 40-man raiding schedule here, and I’d imagine it’ll be a long time before we see an Auto Assault Expansion, if ever. Personally, I tend to just walk away from a game at this point, but for many gamers, life only begins after the levels are complete, and they’ll have troubles with Auto Assault, by all counts.
  • Quiet
    The big one, and I’ve mulled this over more extensively in previous posts, but there’s no getting away from the fact that Auto Assault is a ghost town, by any measurable MMO standard. It’s a shame, certainly, but a grim reality, and it reaches into almost every aspect of the game. Pick Up Grouping, Auction House, Clans, Crafting Markets and Material Gathering, even just the low grade background hubbub that ordinarily you take for granted in most zones of most games. Other players can be found if you look hard enough, or hit the faction-wide chat channel, but very quickly you get used to going it alone, and the easily soloable nature of the bulk of the content reinforces the notion that you shouldn’t really need help anyway, with even the instanced Boss fight side-canyon ‘dungeon’ areas being quite manageable alone. I’d agree that Numbers, as some abstract ‘high score’ of a game’s popularity don’t really matter, as long as you’re personally having a good time in there, but there comes a certain lower threshold when the numbers start to have a very real impact on critical gameplay features. If indeed, a large part of the designed-in Endgame of Auto Assault is faction PvP warfare, it can’t possibly be working as intended with that few participants.

    In general there seems to only be room for two types of player; the steadfastly independent soloist, content to do their own thing without ever needing anyone else around, or the unflaggingly extroverted socialite, driven enough to speak up early and often, and actively organise and participate on a factional level, and very little room in between for the more commonly adopted casual attitude to MMO gaming – the PUG, the Casual Sometimes-Grouper, and the Bank-Loitering Face In The Crowd. I tend toward the soloist, so am generally quite happy doing my own thing, but without many more players, it’s unlikely to be a captivating enough society for most to want to stick with for the longer term.

All in all, I really liked it – the sheer novelty of the driving experience winning me over, compared to the more traditional sword-wielding pedestrianism of the usual MMORPG experience. I can see however, that Auto Assault is a quite short game – faster to progress that WoW even, and the price of it being so painless, grind-free and engaging, is that you’re simply going to get through it all that much quicker, which is probably what’s happened to make it the ghost town it is – most folks who were interested in it, have probably already won, and walked away content.

Anyway, I think I probably will be back to this one, as although getting over half-way through the Biomek lands and missions during the free trial alone, I do quite want to follow that to the end, and also see what the Mutant and Human zones and cars are like. Another two months of subscription ought to cover that, I think.

Final Verdict: Definitely worth a try. Worth buying too, but only if you don’t mind soloing a lot. Satisfyingly different explosive fun, but possibly not for the longer haul.

So, time to park up the battlewagon, throw a dust-sheet over it and close the garage. I’m sure I’ll be back on those broken roads soon enough, but it simply wouldn’t do to go completely native after only the first free trial of the run. Next up is City of Heroes, so watch out Paragon City!

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