Update and new game vidoes?

Categories: Gaming, PC games, PC Games, Reviews
Tags: No Tags
Comments: No Comments
Published on: April 4, 2012

First off, what have I been doing lately (gamewise)?

I played through as much of TOR as I care too. As much as I praised it’s structure (and I still stand by it) it’s a game that, once you stop playing it, you don’t feel the urge to go back. It’s an MMO that I felt like you had to be max level and PVPing or Raiding in order to really team up with anyone….so I haven’t been back since I stopped playing at level 40. I’ll hold onto my subscription though, for now.

I’ve gotten back in Minecraft, a game I will never truely ‘give up’ on. Running around, exploring, building, and chatting is a fantastic experience, but I am having builders-block…I don’t know what to build. Suggestions? (Leave a comment!).

With the final release and (basically) end of the Mass Effect trilogy, I’ve started up Mass Effect 1 again. I’m further along than I was, but I’m also pretty high level, I think. Most of my skills are maxed out or nearly so, not it’s working on the secondary skills that I wasn’t investing in before. It’s a good ride though. I like driving around in the Mako, but I understand why many people didn’t like it. It feels WAY overpowered and pretty pointless tangents best left for optional side-tracks rather than core-gameplay.

Next, Microsoft Flight was released on Steam (and probably other platforms). It’s exactly how it sounds, a flying game, but it’s also got some multiplayer and objective-based content. I ran through the tutorial and it’s pretty fun with simple controls. I don’t know if you can make the controls more complicated (for the flight sim enthusiasts out there), but it seems like a solid casual game.

Lastly, I’m also playing Bulletstorm AND recording my game. I failed in my attempt at publishing my playthrough of Warhammer 40K Space Marine, both due to disorganized recording and crippling stage fright. :P But we will see how this goes. This game is broken down a bit better in terms of making uniformly-timed videos.

That’s it folks! Catch you later!

WEMas 2012

Categories: Gaming
Tags: No Tags
Comments: No Comments
Published on: February 1, 2012

Another new year has come and gone and with it, another Wintereenmas. I wasn’t able to really focus on WEMas this year. I didn’t take any time off of work (actually I picked up a half-day at work) and I didn’t do anything particularly special. Really, I just played Minecraft and The Old republic. I did go out to dinner at Olive Garden on saturday, but I was alone (food and speed of service was great, even though my order was originally incorrect). It was a decent time though. I kinda wish I was able to have spent it with people or doing crazy stuff in games, but my mind wasn’t on it this year.

I hope everyone else had a good WEMas! Here’s to next year! :)

Star Wars: The Old Republic 1 month update

Categories: Uncategorized
Tags: No Tags
Comments: No Comments
Published on: January 22, 2012

This is the last TOR post for awhile, I promise. Since I’ve had a chance to look at a game at launch while also thinking about this blog, I’ve been focusing on it for now. I’ve been playing other games, but this is the most recent that is easily the most well known.

So, The Old Republic, one month on.

I’ve been playing this game pretty faithfully since launch. Not daily, but frequently. I haven’t experienced all of the content, but I’ve gotten a good sampling of most of what the game offers.

First, I can not stress enough how much the fully-voice acted dialogues are the keystone of this game. Most MMOs that have come out in the last couple of years have either been Korean grind-fests or cookie-cutter AAA titles using the same formula that WoW pushed into the mainstream. Rather than having you run from town to town, gathering all the quests and running out to do them, they make you stop and talk to the person requesting your assistance. It gives you a chance to hear them out, get some additional information, and even make ‘light’ and ‘dark’ side choices, which nets you points in that direction and allow you to purchase gear related to that side. Because of this system, I have felt closer to my character than I ever have in any other MMO, even after I sat down and tried mapping out a character background. Even though you more-or-less do the mission the same way regardless of what you choose, you still feel more in control over the missions you take than if you simply ran up to someone and clicked ‘accept’ on a dialogue box, without ever reading what they say.

For the most part, the core game mechanics are the same as WoW, EQ2, RIFT, etc. I’ve said this before, but it’s an important point to recognize. While this game does nudge some boundaries, it doesn’t ever feel like it’s ‘pushing’ them. There are 4 classes per side each with 2 specializations you get to choose from at level 10. Also, there are ‘skill trees’ that you put points into to customize your character’s abilities. All of this is very similar to WoW’s skill tree or EQ2′s achievement system. Party size is limited to 4 people, which, when in an effective group, breaks down to the standard 1 tank, 1 healer and 2 DPS. All of this is par for the course these days.

TOR as added a “Companion” system to the game. Other games have implemented something similar, where you can group with NPC characters effectively having you fight as a group of two (though, under-powered than a group of 2 PCs). This NPC is more than just a mere ‘pet’ you direct around. They actually have a personality and you get to interact with them, by giving them ‘items’ to increase their affection, but also with conversation and even some missions that are specifically about them. I was initially pretty critical of this system, and, to be fair, it’s still pretty ‘Single player’ focused, but it is a nice way of injecting missions and roleplay that aren’t centered around your character or the overarching story-line you’re in.

Space missions. In TOR, you get your own spaceship (after a certain point in the game). This allows you to travel across the galaxy and participate in space missions. These are essentially on-the-rails shooters where you have a list of things to destroy/protect (along with bonus objectives). They are well done for what they are, mini-games in the TOR universe. They provide a nice break from the standard mission running, but it’s not a main focus of the game. There has been talk of adding more functionality to this aspect of the game, but it’s wait-and-see for now. As a side note to this, running around your ship is pretty fun, even if there isn’t anything to ‘do’ on it besides go somewhere else in the galaxy. I can’t explain why, but finishing the missions on the planet and getting back in my ship feels like coming home.

I’ve only gone over 3 of the features of the game, but they are the ones that will stand out for everyone who plays MMOs regularly. The rest of the features are pretty well known even if their called something else. They function similarly in this game as they do in others (flashpoints are like dungeons, Huttball and warzones are PVP, etc).

So, how does the game stack up after 1 month? Pretty solid. I can say that this is a game well worth a more in depth look if you can afford it. It’s still in it’s infancy, and what new content comes out with patches and expansions will tell the tale for it’s longevity, but it is certainly a game worth playing. It puts forth some new concepts that have been mostly absent from MMO’s since WoW ‘standardized’ the industry. Give it a try!

Star Wars: The Old Republic Hands-on Review!

Categories: Gaming, PC games, PC Games, Reviews
Tags: No Tags
Comments: No Comments
Published on: November 29, 2011

Thanks to beta weekends and the concept of betas-as-demos has allowed me to play through some of the new MMO to be released in December, Star Wars: The Old Republic.

My first impressions of the game itself are pretty meh. The gameplay itself is exactly what you would expect from most any big-budget MMO. WoW, Rift, EQ2, etc all play the same way. The combat, leveling, and character creation are all on par with most other MMOs out there. I don’t really need to review those features, if you want to get a feel for how they function, you can play the other games I mentioned, I think they all have free trials.

I was a bit wowed (heh…wowed…) by a few of the features this game put forth.

The first is the method in which you get quests. All of the quests I got in this game were completely, 100% voice acted. There are little computers around you can pick up a quest or two, but they are actually pretty rare to see and tend to offer higher level, or ‘heroic’ type quests. I didn’t think much of this feature at first, but having played through it, I must say, it offers a level of immersion into your character and the game world that no other game has been able to afford. Rather than running up to a quest-giver, maybe reading some story, you talk to a person, listen to what they’re saying (you can’t skip through it from what I’ve been able to tell) and are even given the opportunity to respond (I’ll get to this in a second). I know it might sound like a bad thing, as it completely destroys the ability to quest-grind, but actually having a conversation with someone rather than reading some text has been awesome. I feel like I have a better understanding of what I’m supposed to do during my quests rather than depending solely on the quest-tracker, which sometimes (in all games) doesn’t tell you exactly what to do/where to do, rather, puts it in the quest ‘story’ text. This is a really nice touch and the voice acting is actually pretty good.

The second also deals with the voice-acted quests in that you get to participate in the conversation. As I said before, many games simply have you run up to a quest-giver and click on ‘Accept’ and you’re on a quest. In TOR, you actually hold a conversation with the NPC. They talk, then you talk, then they talk some more. While the options you are given are fixed (which, at this point in game design, makes sense), it lets you interact more as you would like your character to interact, adding an important role-play element absent from most other games. City of Heroes/villians attempted to do something like this, however, it felt more like an afterthought and didn’t seem to effect anything at all, though, to be fair, I didn’t get very far before I stopped playing. In TOR, conversations will get you either Light-side or Dark-side points, depending on what you say. These are tiered and I’m sure there is some fashion of game effect as you reach each tier, but my testing didn’t last long enough for me to find out what that might be.

The third deals with the story-line structure. While this type of feature has been done before, TOR does a good job with this. Each class gets it’s own story-line. I believe it’s pretty set in stone, so all the smugglers you make will go through the same story-arc through the same locations, doing the same stuff. That’s pretty reasonable for now, but I expect a bit more options if (when) this game is successful. I played a smuggler and rather enjoyed the storyline. I arrive on planet to drop off some cargo only to have my ship hijacked. I was hoping it would be a fast endeavor, but it took 15 levels and 2 planets before I got it back. Along the way, I helped some well-paying individuals as well as helped some refugees out of the kindness of my heart. To be honest, there isn’t a lot to say about the storyline quests overall, they are essentially solo-elements in a multiplayer universe. While I enjoy the storyline, when I take a step back, I realize that it’s a single-player game I’m running through. I didn’t get far enough to really team up with anyone as I was entirely focused on getting my ship (back). If you like a decent story, it’s a welcome addition.

Fourth is my most favorite feature any MMO could implement…..player housing…and TOR does it well. Smugglers tend to live on their ships, so when mine was stolen, I was pissed. :P When I got it back….I was pretty damn happy. Walking through the ship for the first time was really awesome. I can’t really explain why, since it’s just a game and I couldn’t really do anything (like you can in EQ2 with decoration and furniture), but it was great having my ship. To be honest, your ship-interior is more than just an instance in a game that does little else (I’m looking at YOU, Star Trek Online!). It takes you from place to place, allows you to talk to your companions, you can speak with your faction and get ship-based quests, you can run around like an idiot, and I’m sure quests take place inside it at some point. I know that all of those, even together, may sound bland to some of you, but running around your ship is a pretty awesome experience.

So there you have it. Those are the things I spent my time testing. I know there are more features to be presented, but I didn’t test them.

For now, while many of the core features are merely adequate, this game and the guild I’ll be joining at launch make it worth my money.

See you around!

Star Wars: The Same-Old Republic

Categories: Uncategorized
Tags: No Tags
Comments: 1 Comment
Published on: September 25, 2011

I know I’ve been clawing at the new Star Wars MMO in all of my posts on the subject, but the hype around the game and the directions they are taking the various aspects of the game makes my posts on the subject a necessity.

In this video, the developers discuss Companions. Essentially, companions are NPC party members. They seem come with 3 distinct functions as per the video: Party member, Quest giver, Friend/Love-interest.

I love this idea….in a single-player game. Companions in Bioware games add quite a bit to the storyline. They serve a variety of purposes from being love-interests, to story-triggers (well, I think all of the have story triggers), to people you simply like having around because of their abilities. All of the reasons for having companions are excellent for Single player games. Their purpose falls apart completely in an MMO. Why does this happen? Keep reading my friends!

First and foremost, companions, as designed in Bioware games, are completely out of place in an MMO setting. MMO’s are (supposedly) designed to foster cooperative game play with other players. This is the whole reason why the Class system exists. The idea is, one class can’t do everything, so, in order to tackle the more difficult enemies, you have to form a party and combine your abilities. You get better loots, more experience, and the satisfaction of teaming with friends (or strangers) to defeat a common foe. The other players are your companions just as much as you are their companions. When you can get an NPC companion that helps cover many of your weakness (as shown in their example in the video) there is little reason to team with anyone throughout the majority of the game, if ever. Bioware has effectively made every class a Pet class with this companion system and taking away the need to team with other players. Now, before you say it, many people do play MMOs for long periods of time without teaming. The companion system isn’t going to stop people from doing that, nor will it stop people from teaming that want to. My complaint (in this specific regard) is that they are making a Single-player MMO, a point the is reinforced by having all the different types of Companions (based on the PC classes, I’m sure) available to all of the classes, just at different times.

Point the next! Companions as Quest-givers. This function, I’m ok with. Most MMOs use level or quest strings to keep players from getting quests before they should, Companions seem to function in a similar way, though, it seems the “Affection system” will also play a role in getting quests. Speaking of the Affection system…..

Companions as Friends/love interests. One ‘great’ function of Companions is their interaction with the character they are tied to. There is an ‘Affection system’ in place that, depending on speech options, will effect how Companions interact with you and what quests you can get out of them. This reason alone places them far outside the realm of the MMO. MMOs tend to be about PLAYER interaction, even with players who run around by themselves get some degree of player interaction. The functions added here are functions that really should be roleplayed out between players. Having that friend or love-interest to your character can open up storylines that have little to do with the game of ST:TOR (it will take place in locations and quests in the game, but the storylines of TOR will be almost completely tossed aside as they will be unaffected by this). You could even provide gameplay benefits by having this kind of player interaction. Two people working on a companion-type relationship can add bonuses to eachother when they team up. It’s small, but it encourages PLAYER interaction rather than NPC interaction. I love NPCS. They are great story-telling pieces, but when you build them in this way, you’re discouraging roleplay opportunities in favor of gameplay mechanics, which I don’t feel is the way MMOs should be going.

All of these functions work best in Single player games where you don’t have the benefit of other players to assist you quests and roleplay. Bioware seems intent on making an experience just as unique as all of their other games, but they have forgotten they are making an MMO, that will have other players to interact with.

There are many specifics of the features they haven’t really delved into, perhaps the overall function of a Companion as a party member is a slightly weaker version of a similarly built PC character. I will only know that after playing the game. For all my complaints about the game, I will still give it a shot. I hope it’s better than I’m imaging, but it does not look like a game that will be worth a monthly subscription fee.

Welcome , today is Sunday, May 20, 2012