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Tuesday, June 12, 2012

SWTOR: Farewell Keller's Void

Today Star Wars: The Old Republic starts handing out free server transfers to and from selected servers. It is not an unexpected move and, frankly, it's taken far too long in coming. 


Can't say 'It's been nice knowing you' KV. Didn't really know you


Keller's Void has sadly slowly been going downhill when it comes to population. Most nights, it's hard enough to find same faction PvP. There are some guilds that strive to keep going, but things get harder when newer games start releasing *cough*DIABLO*cough*. 


While transfers aren't necessarily a bad thing, the service coming at the heels of complaints about low population, or "dead" servers just helps underscore the fact that the game isn't retaining as many players as they thought they would. Is SWTOR still doing well? I personally think they are, but they have made way too many rookie mistakes that gave totally bad impressions of the game and the company. And then there's EA being EA, they figured no one would unsubscribe to their Star Wars game. 


Targetted servers were also a good idea. Given a choice, everyone would just flock to whatever server appears to be the most populated i.e. The Fatman. And then there will be complaints about queues. There are more people than one server can hold, and really, only Bioware has any idea about the number of active players so they can strategically funnel people into selected servers in order to help even out the population. 


I have to say, I look forward to the prospect of playing on a server that has a healthy population again. If nothing else, the resulting infusion of trolls in general chat will be amusing. 


Ready or not, here we come Jedi Covenant!





Saturday, June 9, 2012

Diablo 3 Review: Pure. Mindless. Fun

Basically, I can end this review right there at the title. As a TLDR statement, that's as concise as it can get. But then again, that might just be an excuse to stop typing and play more. To be completely honest, this review is weeks overdue simply because I've been playing. It's that much fun. 


At a glance though, it's hard to see what makes the game fun. It's a point and click hack and slasher game with really not that much complexity to gameplay and only one point of view and two zoom modes. You point the mouse and left click an area, your character moves there. If a monster happens to be where you clicked, you bash it on the head. Or zap/shoot it.  There are also so few abilities - seven including the health potion - that it is entirely possible to just play with just the mouse, leaving your other hand free to do other things...like....eating chips. 


The Diablo franchise has also always been a game of grinds. You are encouraged to keep fighting through the same areas over and over to improve your character. Can't beat the next boss in the next area? Kill the one you just beat over and over and hope for some better gear to drop. The process will get you enough gear or levels so that the next stage will be easier and you can move on. Yes, many games tend to fail because of how grindy it is, but Diablo seems to be a game that thrives on it. I really hate grinds in games, but I just ended my most recent farming run so I can type up this post. 


What makes the Diablo grind so tolerable is a combination of small things. For starters, there are monsters to fight almost everywhere. In a given map, you can count on a group of them waiting just around the next corner. There will always be the threat of your character dying if you are not careful as long as you play through an appropriately challenging area. 


The randomness in the game also keeps everything fresh. Maps have some parts that are randomly generated and monsters are also randomly placed in there. That room of that dungeon you just farmed may no longer be there and may suddenly contain elite monsters hell bent to farm you for loot. Yes, this is also probably one of the more frustrating things in the game. The random monster generator can give you four that each shoots lasers, leaves fire trails, spits fire, and shields itself and there's nothing you can do but scream and whine while you reload your game.


But with the randomness comes the desire to try to beat whatever the game throws at you and the ability system of Diablo 3 allows you to costumize how you play. As I mentioned earlier, there are only 7 ability buttons in the game, one of which is reserved for the health potion, but there are a LOT of abilities for each character. And each ability comes with several runes that will add some effect or change how that ability works. By the time you hit level 60, you will have several options on how to play the game. Experimenting with builds and gear sets is also part of what makes the grind fun because now you are benchmarking yourself. Does the build work or feel better than the last one? No? Then switch up a few things to see if you can make it work. 


Co-op games also make the grind bearable by being able to share the misery with others. People in your friends list can join your games at any time and it makes the encounters have they difficulty increased appropriately. Yes, this means that people will need to work together to beat some fights. As expected, joining a public game with strangers is far less satisfying than working with friends that have access to voice communications like Ventrilo or Skype or cans tied with really long string. 


The last thing that makes the grind fun is the game's simplicity. Every action you do has some reaction. Be it moving from one place to another or hitting a monster so hard, pieces start flying off screen. There is that instant gratification factor in the game of just signing on and beating on monsters or finishing quests that, ironically, may make you forget the time of day. Even more ironically, Diablo may not be a game for you if you only have an hour or so of play time. 


The auction house adds yet another level of instant gratification where you can help alleviate  the game's random loot system. With gold relatively easy to make, and millions of people in the game, its not too difficult to find some bargains. Whether that will be true when the Real Money Auction House hits, that will be left to be seen. 


One of the biggest flaws of the game is partly one of it's strengths in that Diablo 3 is a purely online game. If you do not have a BattleNet account, you cannot play. If the BattleNet servers go down, you cannot play. There's no offline mode for those who don't really care too much about the online aspects of the game. This could not have been more apparent than launch day where literally millions of people were trying to log on at the same time. And no, I waited it out and everything has been working well since then. But I would have love to have some kind of way I can play offline even if it means that gear and characters don't carry over. 


With all that said, Diablo 3 is still not a game for everybody. As enjoyable as it is, the game is still a grind and not many really care for that. The difficulty levels can also discourage some players. Normal and Nightmare modes can be done through some brute force, but Hell and Inferno mode are deadly. I've personally hit a wall with Inferno mode and my time has been spent trying to find a way I can beat encounters. It is a wall that has had me thinking that perhaps the game has beaten me. Maybe I just need a few more hours to work out my build. Or a few days. 


Time for more Diablo 3 to find out then. 


Highlights



  • The graphics are simply amazing! There is quite a lot of detail in the game world and it's a shame that the isometric view zoom level does not do it too much justice. 
  • Whimsyville. Google or Bing it. I suppose Yahoo works too. 
  • Co-op. It really is the best way to play. 
  • Auction house has revealed me to be a closet bargain shopper. Nothing like digging through the dollar box to find a good deal on an armour set. 
  • Inferno mode makes me want to kick a kitten. But it is very, VERY satisfying when progress is being made. I meant Inferno mode and not kicking kittens.

Guild Wars 2 : Second Beta Weekend

I have the unfortunate situation of needing to be at work during the second Guild Wars 2 beta weekend event. Granted, the first event didn't quite get me anxious to play again, I did want to try as hard as I can to really like the game. I wanted to see what all those who are hyping up the game are seeing.

But for the hour or so I was playing, only one thing came to mind: I wanted to go back and do something else. Specifically, I wanted to play more Diablo 3.

Guild Wars 2 has yet to show itself as THE game to play. While I do not have any buyers remorse for pre-purchasing the game, I do want to try to find out why I am not raving about the game. ArenaNet seems to just have everything done right. Graphics and visuals are just amazing. The cities feel alive and vibrant and are large enough to actually be cities. Motion and combat is fluid and the ability system is pretty interesting.

But something just feels....generic....about the whole thing. Not a whole lot of the game feels new and refreshing. Certainly not how RIFT was at launch. SWTOR's game universe also had a freshness to it despite relatively archaic game design. The world of Guild Wars 2 feels like the run of the mill medieval fantasy world that I've seen many times over.

I guess a huge part of the letdown is the story. Particularly the dialogue cutscenes. If they just removed those and replaced it all with quest text, it may actually feel more immersive than it is now. The awkward animations really, really detract from any attempt to lose myself in the story. There is also something creepy about how characters barely move and stare in just that one way in all those cutscenes. It has been rather painful to watch.

There are also some disconnects with the story. In the human lands, there does not seem to be much connection between the prologue and the story after it. An invasion of centaurs leads to some huge bone hands....and they are never mentioned again. At least the centaurs re-appear, but the bone hands and elementals; their involvement is not touched upon. Perhaps it will later in the game, but by then, the event would probably have been forgotten. You would think that something able to summon such a montrosity would be looked into by authorities and would require a hero to help figure deal with a larger, overarching threat.

Dynamic events have been a huge part of driving the hype of the game, but it too is not quite as good as I was led to believe. The problem is that the dynamic event feels less dynamic if you can wait for it to happen. Granted, there does not appear to be set times for events to happen, but they do happen fairly often. Unlike RIFT's titular rifts, GW2's events are strictly local to just a small area and so they are far more predictable. Some of the events are also very boring.

As alive and as dynamic as ArenaNet wants the world to feel, ironically there isn't really all that much to do. Yes, exploration is supposed to be a major activity, but exploration can only go so far. I go into a new area and see wheat fields. Yay. But also nothing happening at the time so it's several minutes of nothing really happening except for me walking across large farmland. After dealing with an area's quest, you don't really get an option to do it again.

All this said, everything is in beta. Even if some complaints are about things that will likely not change, there's still time for ArenaNet to put some more meat into the game. As it is, I don't look forward to the game as I normally do for big releases. Its come to the point where I won't mind only being able to play a week after release if timing does not line up right with my schedule.

Highlights:
  • Yes, even after an entire article saying how I dislike the game, there are still highlights. Lets not say I'm not an impartial reviewer
  • They have Asura models in the world now and one gives an activated event. I haven't tried repeating it though. The novelty of herding little Moas into a pen really wears out quickly.
  • Yes, the Asura are really cute. I am now 100% sure I won't be playing one.
  • Abilities seem to have been buffed. I don't remember dealing quite as much damage as I do now with some guardian abilities.
  • Speaking of which, purchasable abilities have been streamlined to weed out the weird or weak ones. Skill point costs are also lower.
  • Skills are now tiered. No more getting some more advanced skills until you get enough of the lower tier skills.
  • Some UI enhancements. Mostly minor, but definitely makes sense.