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Posts Tagged ‘rpg’

The RPG Genre, Like Its Medium, Has Grown Beyond It’s Traditional Roots.

October 29th, 2012 No comments

If we spin back the clock a couple decades we find ourselves in a time when games fit quite easily into all of their genres. If you were told that a game was a Real Time Strategy you could be pretty sure it’d contain units, resources and buildings that you needed to build up in a strategic way in order to win. First Person Shooters were just that, you holding a gun and running from one end of a level to another ensuring that anything that got in your way didn’t stay that way for very long. Role playing games would have multiple character classes, pages of statistics and long running stories that would carry you through from the start right up until the end. Today however those kinds of boundaries aren’t so well defined with many games blending elements from several different genres which calls into question the use of these broad genres when classifying current generation titles.

Jonathan Holmes of Destructoid fame then asks if its time for us to retire the term RPG as it no longer seems to be a good fit for the games that fall under that genre. He makes a good point too, many games that include rudimentary aspects of RPG titles like levels, classes or statistics often get categorized as RPGs alongside other titles that seem far more deserving of the classification. Now that games are garnering bigger budgets and technology has advanced exponentially since the term was first used in the video games industry I’d have to agree with him that the use of the general RPG term is probably outmoded but we’re a long way away from retiring it completely.

For me personally if a game is to have the RPG moniker applied to it there has to be a couple attributes for it to qualify. Primarily it comes from being able to customize your playstyle to a fairly high level which is usually achieved through the use of classes or talent tree specializations. This, in effect, is what allows you to define your role in the game whether it be from a fire slinging mage to a half cyborg engineer who uses all manner of machines to do his bidding. Stat building, levels and all the other means to this end are really ancillary to the goal of being able to craft a role that you want to play within that game universe and that, in my mind, is the loophole that allows other games to have aspects of a RPG yet not fall into that genre.

However I feel that the term RPG is too broad to encompass everything that now fits under its original definition and that’s where the liberal use of prefixes is warranted. Whilst saying a game is a RPG might conjure a particular image for some and not others you’d be hard pressed to misunderstand what I mean when I said a game was a FPS RPG, action RPG or MMORPG. Each of these sub-genres each has a much more distinct set of guidelines for a game to fall under its umbrella and I feel is the proper way to identify games that blur the traditional definition of a RPG. In essence this means that the term RPG becomes a broad category that encompasses all of these sub-genres and can no longer be used to refer to a single category of games based on its original definition.

The redefinition of the RPG term is a sign that the games industry has grown beyond its traditional roots where everything fell neatly into the categories as we had defined them. I think that’s a wonderful thing as it shows that game developers are experimenting with game ideas that cross genres, blending elements from both in order to create game experiences that are truly unique. Indeed with all my reviews there have been many times when I’ve struggle to pin games down to one genre and that’s not just limited to RPGs. We may no longer be able to use the term to refer to a specific type of game but that doesn’t mean we should abandon the term entirely as the RPG ideals are still valid in today’s gaming industry.

Borderlands 2: I’m Coming For You, Handsome Jack.

October 9th, 2012 No comments

An old friend of mine wrote a post not too long ago saying that the FPS genre had almost run its course and was in either need of a reboot or a bullet. I agreed with him although countered with a single game that was, technically, a first person shooter but flipped the idea of what constituted a traditional FPS and got it all mixed up with some heavy RPG elements. Whilst I didn’t mention it at the time (mostly because the question was centred around player agency) Borderlands was another title in the FPS genre that felt like a breath of fresh air when compared to all the other generic shooters that have graced our gaming platforms over the past few years. Its sequel, released a couple weeks ago, stays true to the original’s FPS/RPG hybrid styling whilst provided some much needed polish in the areas that needed it.

Borderlands 2 takes place 5 years after the events in the original and with the vault opened and the monstrosity contained within it defeated a new valuable resource, a purple metal called Eridium, has sprung up all over Pandora. Handsome Jack, a member of the Hyperion corporation, notices this and secures the resource for himself allowing him to take over Hyperion. Jack now uses his power, as well as a giant orbital satellite in the form of a H which can be clearly seen from the ground, to control the inhabitants of  Pandora. However rumours have been spreading of another vault contained on Pandora and a new set of vault hunters have come seeking its contents.

Just like the original Borderlands 2 sticks to cel shading for its graphics style and 3 years down the track its not looking any worse for wear. Whilst many have praised Borderlands 2 for being a graphical step up from its predecessor (and it is, in many ways) if you were like me and dived into the configuration files you would have been able to get similar levels of detail. That being said not having to do that now thanks to a menu that reveals all those options to you is a much better alternative and speaks volumes to the lengths that Gearbox has gone to in order to not make the PC version a bastard child of a port. Seeing as that was one of my main gripes with the original I’m glad to see this was addressed as I wasn’t looking forward to panning them again for it.

As I mentioned previously Borderlands 2 is a hybrid FPS/RPG with core elements of both combining together to form the core of the game play. The FPS portion, at its most basic level, is your typical run and gun affair with regenerating health (in the form of a shield) and chest high boxes littering the landscape to provide you with cover. The RPG elements aren’t as deep as full on RPG titles like say Skyrim but you’ve still got 4 distinct character classes each with a talent tree that contains 3 different paths in it giving you quite a bit of freedom in how your character ends up playing out.

Now whilst the basic aspects of the FPS part of Borderlands might not be too different from any other generic shooter the way in which combat actually plays out is nothing like it. Just like in the original each of the character classes has a unique action skill that can drastically change the way a fight goes. Since I choose the Commando I had myself a sentry turret that provided both added damage but also a distraction for some of the tougher enemies so that I could run up behind them and unleash hell in relative safety. Talking it over with my friends the Sentry gun is one of the most useful but apparently Zero’s ability (being able to turn invisible whilst leaving a decoy behind) is by far the most fun.

Of course there’s even more variation in the FPS aspects thanks to the near infinite amount of guns, grenades and other inventory items that can drastically change the way you engage hostile targets. Whilst there’s a couple simple mechanics like different types of elemental damage that are more/less effective depending on the type of enemy you’re facing there are many guns with ludicrous abilities that can transform a meagre character into an unbridled tool of destruction. Indeed finding such weapons are usually key to progressing past certain points and you’re pretty much guaranteed to find a couple a long your way.

For me it was a rocket launcher called the Partisan Mongol which upon firing launched a barrage of rockets that did several orders of magnitude more damage than I was capable of unloading with any of my other weapons. This weapon became a key part of my arsenal as it meant that should I get into a jam and need to kill something quickly to get second wind all I needed to do was whip out my launcher and lay waste to whatever was in front of me. Sure it wasn’t fool proof and the amount of ammo it consumed meant it wasn’t particularly sustainable but considering I carried that weapon with me from level 20 something right up until the end just shows you how valuable weapons like that can be.

Your talent trees will also have a major impact on how you progress through the game. I played as a Survival Commando mostly because the initial talents went a long way to reducing the amount of down time I had to endure. As I went up in levels however the skills made me almost unstoppable as I was able to take massive amounts of pounding without breaking a sweat. Couple this with a couple other items like say an amp shield that imbues your weapons with extra damage at full charge and a build that was primarily defensive in nature suddenly becomes wildly offensive. In the end I settled on a build that reduced the cooldown of my turret skill by half and enabled me to have two turrets out at a time that both had shields on them, giving me both amazing survival power and an incredible damage output.

There’s also another levelling system on top of the regular one and its called, eerily enough (considering the title of my last Borderlands review), Badass Ranks. In essence they’re like a sub-achievement system, they’re only tracked in game, but you get ranks for completing things like setting a certain number of enemies on fire, using certain item abilities and performing all sorts of weird and wonderful acts. Once you rank up you’re then given a token that you can spend on a percentage based perk that can be things like increasing your shield regen rate. According to what Gearbox tells you these perks are unlimited and thus function as a levelling system that will continue long on after you’ve hit the 50 level cap. Unlimited is a bit of a misleading term though as its clear that as you level up the same perks you start to hit diminishing returns on them and I get the feeling that the upper bounds for many of them are in the realms of 10% or so.

In terms of overall polish Borderlands 2 is certainly leaps and bounds ahead of its predecessor. Gone is the GameSpy account requirement and the need to open up a rather excessively number of ports on your router in order for it to work. The menus are also not painfully console specific reacting much better to the additional input options offered by the mouse and keyboard of the PC platform. I did encounter some interesting and quirky bugs along the way and there was only one that actually broke the game in a serious way.

Minor plot spoilers follow:

For the BNK-3R boss fight I spent most of my first try of it running around looking for ammo drops to replenish my stash. Now I’m not sure if it was due to me being in a strange position or not but once it was past a certain percentage of health and Roland said something like “Now that’s a big gun” it jammed itself on the corner of the platform and then started violently shuddering whilst not getting anywhere. I figured it was just stuck and hopefully wearing its health down would trigger it to teleport out or get unstuck but unfortunately after wearing it all the way down to 0 health it just sat there. After jumping to my death (and eating the respawn cost) it regenerated all its health but was still stuck in the same position. The only way to get it unstuck is to reload and then hope it doesn’t happen again. Thankfully for me it didn’t but there are many people on the forums reporting the same issue so hopefully it gets fixed soon.

Spoilers over.

The writers have also out done themselves as the comedic tones that are interwoven in through a semi-serious plot make for a story that’s engaging, entertaining and completely hilarious at times. All of the characters have their own unique brand of humour and whilst I didn’t find all of them laugh out loud funny they all had their moments. Handsome Jack, your nemesis for the entire game, is also an extremely hateable character and they did a great job of making him a real douche bag. Needless to say that I spent the majority of the game just waiting for a moment when I could put a bullet between his eyes.

The story itself was good too and whilst I didn’t feel a deep emotional attachment for many of the characters (apart from Mordecai as I played him in the original) I did genuinely care about how the ending panned out. If pushed I’d say it was the game play that made it for me rather than the story but overall I’d rate it far above other titles in the FPS genre which usually only use a paper thin storyline in order to keep you going.

Borderlands 2 is an amazing game having taken all the ideals of the original and polishing them up to a glorious hue. All the complaints that I had about the original are gone and save for a few bugs the experience is seamless. Even for those who didn’t play the original Borderlands 2 offers a great FPS/RPG experience that is only matched by other greats in this hybrid genre like Deus Ex: Human Revolution. If you’re one of the many who enjoy games with a long shelf life then Borderlands 2 is definitely a title for you as my play time is probably only a quarter of what’s possible.

Rating: 9.25/10

Borderlands 2 is available on PC, PS3 and Xbox360 right now for $49.99, $69 and $69 respectively. Game was played entirely on the PC with around 25 hours of total play time, 58% of the achievements unlocked and reaching level 31.

 

Diablo 3: Truly A Game For The Fans.

June 4th, 2012 No comments

16 years, that’s how long its been since the first release of Diablo yet I can still remember some of the moments with it fondly. I can remember the first time I wandered down to that level and physically leaping out of my seat when the butcher first growled “Aaaahhhhh fresh meat!” when I dared enter his lair. I spent many hours attempting to get further and further into the dungeons and only after pairing up with people I had never met before online was I able to progress further and ultimately defeat Diablo. My time with its sequel released 4 years later was a much more social affair with many LANs dedicated to pushing our characters through the 99 levels that it offered to us. Today I find myself back in that same world again, playing through a world that’s been with me almost all of my gamer life. One that I’ve become very fond of.

Diablo 3 takes place 20 years after the events of Diablo 2. Deckard Cain and his niece, Leah, are investigating an old prophecy that’s foreboding a great conflict between man and the terrors of hell. During his investigation a star falls from the sky towards Deckard and his niece and destroys much of the cathedral leaving only a hole into which Deckard falls. You, known only as The Nephalem, have come to investigate the falling star and arrive at the town of New Tristram to find it under siege from the undead. So begins your long journey, one that draws many parallels to the past releases.

There’s something to be said about Blizzard’s approach to the visual and auditory nature of all of their games. They’re never on the cutting edge of graphics (which I was very thankful for as half of my time with the game was spent on an almost 2 year old MacBook Pro) but they never feel as dated as other games who attempt the same style do. Their heavy use of stylization, clever lighting effects and heavy use of perspective makes the low poly graphics feel like they’re a lot more detailed than they actually are. This also means that in heavy battle situations even those with modest computers won’t be playing through a slideshow, something that has always worked in Blizzard’s favor.

Like all their games the accompanying music, foley and cinematic cut scenes help to elevate the Diablo experience further. Blizzard really are no slouch when it comes to making cut scenes that are tear-inducingly beautiful and the ones in Diablo are no exception to this rule. Russell Brower, the man behind nearly all of the music in Blizzard games of the past decade, has done a fantastic job with Diablo 3′s music which aptly sets the mood for the entire game (bar one level, but I’ll get to that later). The voice acting is also done well although I felt the dialogue was a bit of a let down in some parts but that’s no fault of the voice actors.

Combat takes wild swings from being a breeze where you feel like an unstoppable killing machine to the disastrous lows where you spend 10 minutes and many deaths trying to beat a single enemy or elite pack. Granted for the vast majority of the game (everything up to Act III/IV hell for me) you probably won’t struggle bar getting a pack/elite with a rather nasty combination. Even then it’s usually a quick change of skills and a repair away from being a walk in the park again. Failing that all you’ll need to do is take a quick trip to the auction house to be able to elevate yourself out of the current rut you’re in, so long as you’ve got the requisite cash of course.

The itemization in Diablo 3 seems to work well in the beginning with upgrades dropping left, right and center. However as you progress through the levels you’ll notice that upgrades start to come further in between, leaving you wondering what the deal is. For the most part its because up until Inferno difficulty most items that drop will be below your level and thus won’t be much of an upgrade. The auction house goes a long way to mitigate this, as does the fact that there are no soulbound items, but that also means you’re somewhat reliant on it should you want to progress at a reasonable rate. Granted this isn’t that bad since semi-decent upgrades can be had for a pittance if you’re willing to search and wait but it is starkly different to the way it was in the previous installments in the Diablo series.

The gem system is back but instead of relying on the Horadric cube to do all your combining and upgrading of gems you instead have your very own artisan that can do the upgrades for you (for a fee, of course). To get better gems you have to pay to train him and as you progress further you’ll need to seek out additional items in order to upgrade him and the gems he creates for you. Gems are also infinitely resusable which is a welcome change as now you can spend quite a lot on crafting good gems and not have to ditch them when you get a gear upgrade (or delay that upgrade because of the gems). This also means that the secondary market for gems is somewhat non-existent as all you need is a friend who’s run Inferno once or twice to come into your game and shower you gems they don’t need but are godly to you.

The crafting system starts off as being a wonderful alternative gear path allowing you to convert unwanted items into crafting materials that can then be used to craft items. All of the items are random however meaning that there’s a very high chance that you’ll create a piece of equipment that you’ll have no use for (which can then be turned back into mats again, if you so desire). Since the investment cost at the lower levels is, funnily enough, low you can quite easily create multiple items and usually get a hit that’s an upgrade. Additionally you can also train the blacksmith to create items that are a higher level than what you can current use, giving you something to look forward to as you level. I did exactly this all the way up to level 30 or so, and that’s when crafting started to fall apart.

The investment cost at higher levels starts to consume all of your available gold should you chose to keep pursuing it. Additionally the material requirements start to ramp up as well meaning that you can craft fewer and fewer items the further you progress. This means that chance starts to play a much bigger factor in whether crafting is worth it or not and in my experience it stats to lose its luster very quickly after level 30 or so. The base idea of the crafting system is sound what it needs is some finessing to make it less prone to rolls of the dice when the investment required for crafting each item is so high. If you’re an action house wunderkid this might not be so much of a problem, but not everyone who plays this game is.

The talent system has been streamlined extensively, taking heavy cues from the improvements that had been made in the upcoming World Of Warcraft Mists of Panderia expansion. Instead of the typical talent tree with 3 different play styles segmented neatly by the different tabs they dwell on Diablo 3 instead goes for an ability based system, allowing you to pick and choose the abilities you want to use and then augment them in specific ways. This streamlined approach appears at first glance appears to be a vast simplification of the traditional RPG system, one that had the potential to remove a lot of the diversity from the game. The actual result is far from that with Blizzard reporting that the most common build is only used by approximately 0.7% of players. Even with my extensive amount of play time in this game I’m still finding myself experimenting with different skills to see if they’ll give me an edge in damage or survivability, something that I had only thought would be possible with traditional talent systems.

Many of the set pieces feel like they are done either for the fans or in spite of them. Much of the game feels a lot like its predecessor with the progression through levels (town/rural -> desert -> keep -> heaven/hell) being eerily similar. Thankfully the environments feel fresh and distinct from their counterparts in Diablo 2 so it doesn’t feel like they’re just 3D renderings of the former 2D sprite based environments. The rainbow unicorn level (I.E. the not “cow level”) is one that was obviously done in reaction to fan’s bellyaching around Diablo 3 being too colourful when compared to its predecessor. This is the one place where the music is just plain wrong but that’s just part of the whole experience of this particular level.

The story of Diablo 3 is definitely above the level I’ve come to expect from most AAA games that only have it as a side note to the main game of multiplayer but somewhat lacking in what I’ve come to expect from Blizzard. The Diablo world, and its current incarnation, is not short of lore and back story for nearly every main character and NPC that you come across. However, and this may be because of the character class I played or not, I never really felt any empathy for the characters apart from Deckard Cain (the only one who I can remember being in past Diablo games). I also never really felt any driving motivation for my character either, mostly because of the way he interacted with the main protagonists.

Whilst a lot of the NPCs would show fear and doubt my character never showed a lick of hesitation when it came to talking down to prime evils or even supposed members of high society. After a while it started to sound more like bravado than anything else which was only compounded by the fact that many of the other characters acted somewhat irrationally towards him (like Azmodan saying at every turn that I would fail, even after I had completely decimated his army). The other classes might have been better but this combined with the lack of empathy for any of the characters meant that I didn’t really care that much for the story. I don’t hate it, I’m just indifferent to it.

So it’s at this point in the review where I look back at the game and ask myself “well, was it fun?”. The beginning stages of Diablo are very enjoyable especially as you get your first rare drop or you completely kit yourself out in blues for the first time. It gets a whole lot better with friends too as the multiplayer experience has been streamlined and integrated perfectly. Still I couldn’t help that feeling I had in the back of my mind, one that I used to get when I was playing World of Warcraft at max level. Sometimes I feel compelled just to do things for the sake of doing them and towards the end as I was approaching 60 I started to wonder why I was doing it. Granted this was at the end of a probable 20 hour binge over the course of the last 4 days, so I was probably just burnt out on playing.

Diablo 3 feels like a game that was made for the fans. The settings and the gameplay instantly dredge up that nostalgia feeling whilst keeping the experience fresh and exciting. Whilst I don’t believe there’s nothing in this game for those who haven’t played before their experience won’t be the same as that of long time fans of the series. I’m not sure if I’ll roll another character but I’ll definitely be joining my friends when we set out to conquer Inferno mode.

Rating: 9.25/10

Diablo 3 is available on PC right now for $89.99. Game was played through the Normal, Nightmare and Hell difficulties with the Monk class reaching level 60 with around 32 hours of total play time.

Mass Effect 3: A Dichotomy of Love and Hate.

March 28th, 2012 11 comments

Ah Mass Effect, a game that inspired so much fanboyism and geek lust within me that I’ve gladly parted with embarrassingly large sums of money in order to play it. My relationship with it started with an excited friend of mine breathlessly singing its praises before sending me a short video clip of it. The second the clip finished I knew this game had to be mine, no matter what the cost. This was the only reason why a Xbox360 graced my home in the first place and was so again when I upgraded to one of the new slim models to play through the final instalment. Today I will review the last chapter in Mass Effect trilogy; a review that’s been 5 years in the making.

Mass Effect 3 puts you right back into control of Commander Shepard of the Normandy. Returning back to the Alliance Navy after the events of Mass Effect 2 Shepard is placed under house arrest due to his work with Cerberus. His warnings of an impending Reaper attack have gone unnoticed and it’s not until a full Reaper invasion starts that they look back to him for help. Earth succumbs to the Reaper invasion rapidly but Shepard reluctantly escapes, only leaving so he can gather support to retake Earth back from the Reapers and hopefully drive them back for good.

First impressions of Mass Effect 3 were quite good. For Xbox360 players you’ll be pleasantly surprised at the graphics updates as there’s a noticeable improvement over Mass Effect 2. Whilst it’s not up to the same level as say Deus Ex: Humand Revolution or Skyrim they’re still quite impressive, especially if you’re playing the game on a massive TV like I was. PS3 owners won’t notice much of a difference however as Mass Effect 3 on the PS3 uses the same engine as 2 on that plaform. PC players will also be somewhat disappointed as the code for the Xbox360 version is basically the same and is unable to take advantage of any additional grunt your PC might have. It’s clear that Bioware’s target platform for this game was definitely the Xbox360 first above all others which is great for people like me, but I can understand the frustration levelled at Mass Effect 3 by gamers on other platforms.

The combat of Mass Effect 3 is just as exciting, fluid and challenging as it was back in Mass Effect 2. I was very tempted to try out yet another class as my switch from Soldier to Vanguard in Mass Effect 2 made the game that much more interesting but discussing it with my friends showed that the Vanguard was probably the most fun class out of the lot of them. With the new weapon/upgrade system the Vanguard could easily be made into an incredible weapon of destruction, one that didn’t actually need to carry any guns with him if you played your cards right.

So unlike its predecessors Mass Effect 3 gives you the choice of what weapons to equip, allowing you to carry around up to 5 different weapons. The downside is that the more weapons you carry the slower your powers will regenerate. So for weapons based classes like the Soldier you’ll probably still walk around armed with every single weapon you can carry but my Vanguard spent most of his time with only 2 weapons (later I carried 3 once I had the right upgrades), favouring the 200% buff to power recharges instead. This meant that past a certain point I was basically invulnerable as no enemy could wear down my shields before I could charge again, recharging them back to full.

Still though there were several fights that I found challenging to the point of frustration. Now I’m willing to blame this on the fact that I’m not a console gamer, the PC is my usual platform, and the many deaths I experienced early on where a combination of me not being able to aim properly and a bad talent build. However for most of the really difficult fights there was usually a heavy weapon hidden somewhere which I wouldn’t find until my 4th or 5th time attempting that particular combat scene which made the fight trivial. There are also some particular enemies that will 1 shot you from full health and shields with no way to get out of it (even with upgraded health that left me with 1 bar afterwards, I’d still die). It’s a real shame as apart from these 2 faux pas the combat is really quite enjoyable (thelatter making the last couple hours annoyingly torturous).

The talent tree system received a massive revamp since Mass Effect 2 and the improvements are quite nice. Whilst it still retains the base idea of adding points into a certain ability to make it better once you get past the first 3 stages you’re then presented with choices as to how to improve the ability. In doing so you’re able to craft your character along very specific lines, much more so than you were in the previous 2 games. With a little bit of looking around its very possible to create a character that is nigh on unstoppable, but it’s the improvements that Bioware made around the talent system that are most welcome.

The inclusion of a respec system in Mass Effect 3 is probably the most welcome addition. When you start off many of your talent points are allocated for you. Whilst this is a great way to introduce you to the character class it does mean that your character might not play the way you want it to. Thankfully the first respec is free and that will allow you to craft your character in the way you want. Additionally you’re able to choose 1 ability from your companions to include in your talent tree for a small sum. Yet again this allows you to augment away any of your character’s weaknesses or push them further into unstoppable territory.

The Galaxy Map remains basically unchanged from Mass Effect 2, keeping the same navigation elements whilst changing up the mini-game aspect of it significantly. Instead of going to every planet and scanning them for 5 minutes just to find the resources contained within there you instead scan around the current solar system, looking for little pockets of treasure. If one of the assets happens to be on a planet you then do the familiar scanning mini-game again but at least now it has a pointer to where it is, saving you countless pointless minutes scanning around. There’s also an indicator as to how many assets you’ve recovered so you don’t waste time looking for that one last thing.

You can’t scan around indefinitely though as scanning alerts the Reapers to your presence there. It’s supposed to make you scan smartly around, using the minimum number in order to recover all the assets. If you do alert the Reapers they’ll invade the system and try to hunt you down but they can’t really catch you unless you stay still for more than a couple seconds. Realistically you can just scan to your hearts content then exit/enter the system repeatedly to get the assets, which is what I ended up doing after alerting the Reapers for the 20th time.

WARNING: Mild plot spoilers follow. (There’s a second warning about the MASSIVE ones if you want to keep reading).

Of course where Mass Effect 3 really shines is the grand story that they’ve crafted over the past 5 years. Ever since the first Mass Effect there’s been a terrible sense of foreboding about the coming Reaper invasion and whilst there are some major plot holes (why did the Council ignore Shepards warnings after a GODDAMN REAPER ATTACKED THEM is beyond me) they’ve managed to keep the story moving through 3 games, even with the wild amount of control that the player has over the plot elements.

As always I decided to play Shepard as a Paragorn and whilst I’d agree with the way he acted about 90% of the time there were some definite moments when he’d go off the rails completely. This is mostly due to the paraphrasing that’s done in order to make the dialog wheel work, making it hard to accurately judge what he’s going say, but when the tough-as-nails by-the-book Shepard I spent the last 5 years crafting started acting out of character it really dumped me out of the game. Thankfully those moments were few and far between, but happened often enough to cause me frustration.

Now I don’t know if this was due to the choices that I had made in the previous games or not but the romantic relationships in Mass Effect 3 felt kind of…weird. In Mass Effect 1 I romanced Ashley who makes no appearance in 2 at all. In 2 I romanced Miranda and when I came face to face with both of them again I set my eyes on Ashley, her being Shepard’s first love. What got me however was the fact that Ashley seemed wholly unresponsive to my advances even though, as far as I was aware, there was no way of her knowing what I got up to during Mass Effect 2. Indeed she never confronted me on the fact, instead just giving me the cold shoulder. Miranda on the other hand was extremely responsive to the point where I basically fell into the romance scene which was a total cop out (when did Mass Effect become PG?). I mean I did feel something for Miranda but it felt kind of odd that Ashley would shut Shepard out like that, especially after the first few deep conversations.

It gets even more interesting as the token gay NPC, Steve Cortez (who’s done brilliantly by the way), ended up in a rather deep relationship with Shepard without me really trying. It could just be because it wasn’t possible to have that kind of relationship before Mass Effect 3, thus having to accelerate the emotional attachment, but it still made me think that Ashley’s behaviour was odd in comparison to everyone else. Not odd as in “Why doesn’t she like me”, more like there was something either unfinished or broken in the story line that I was playing through. I could’ve just stuffed up a critical dialogue option and not realised it, but I’m usually pretty good at noticing those kinds of things.

The rest of my relationships with the crew were just as good as the one with Cortez. Whilst towards the end there are many scenes that are pretty much “This is the last time you’ll get to see them here, better make the most of it” kinds of deals they do feel genuine. I personally found the scenes with Liara, Garrus and Legion to be especially touching, giving me the feeling of a true bond between comrades who had been through heaven and hell together.

WARNING: I’m going to spoil the ending here like crazy. YOU HAVE BEEN WARNED.

I’m not going to pretend that this review exists in a vacuum but I did my absolute best to avoid all the articles about Mass Effect 3′s ending prior to finishing the game for myself. All I knew before going into this is that there were people who weren’t happy with it and thanks to my information black out I figured it was just a minority. However after playing through to the ending myself, being able to get the good (read: Green) ending and choosing the Synthesis option I can unequivocally say that Bioware completely and utterly bollocks the ending up, and not just for the reasons that many others have cited already.

For starters whilst the story introduced the deus ex machina ending early on that doesn’t detract from the fact that it is a deus ex machina. Granted there are few ways that such an epic story could come to an ending without resorting to this kind of plot device but it’s obvious that the entire plot wasn’t created back when Mass Effect was originally created. Indeed accounts from Bioware employees corroborate this meaning the true ending wasn’t created until just recently. This then feeds into the larger problem, the actual ending itself.

The whole idea of the Star Child, the devices to control/destroy the Reapers and the requirement of Shepard to sacrifice himself are things that don’t line up with the Mass Effect world or the characters within them. Shepard is not a tragic hero and indeed should you have been a tragic hero in Mass Effect 2 (where not enough of your team members survive) you in fact can not import that game into Mass Effect 3 as Bioware has deemed that ending non-canon. The idea then of Shepard making the ultimate sacrifice for the rest of the universe is completely out of character, as well as being completely non-sensical in terms of the Star Child’s solution. Indeed, whilst the Star Child is ostensibly of synthetic origins and thus can be assumed to be completely rational it acts in ridiculously irrational ways. I would go on but many people have dissected it better than I ever could and my sentiments echo theirs closely.

Now I wrestled with the ending for a couple days before talking to my friends about it but the conclusion I came to was always the same. I really do hate the ending of Mass Effect 3, not because it’s the ending or because its tragic (indeed I hated the ending of Red Dead Redemption, but it was good because I was grieving for the loss) but because it just doesn’t fit with the rest of the Mass Effect universe. Instead of the ending being driven heavily by your choices made throughout the game you’re instead treated to different coloured explosions with 1 of 3 endings based on your choice right at the end. For a universe that managed to incorporate so many of your choices into every aspect of the game this ending feels like it was done absent any thought for the rest of the universe and it really shows.

SPOILERS OVER

As a game Mass Effect 3 was almost everything I had come to expect from the series. The combat was fun and engaging with just enough challenge to make sure that I wasn’t powering through the game. The characters were (apart from one) believable and relatable and I felt a real connection with them. Right up until the final couple hours the plot and pacing of Mass Effect 3 was magnificent and it makes me very ashamed to say that the ending just simply didn’t stack up with the rest of the game, and the rest of the series for that matter. Still I thoroughly enjoyed my time with Mass Effect 3, even if the ending left a sour taste in my mouth.

Rating: 9.0/10

Mass Effect 3 is available on Xbox360, PlayStation 3 and PC right now for $78. $78 and $99 respectively. Game was played entirely on the Xbox360 on the Hard difficulty with around 24 hours of total play time and 80% of the achievements unlocked.

 

Kingdoms of Amalur: Reckoning: The Fate of the Fateless

March 19th, 2012 No comments

Kingdoms of Amalur: Reckoning isn’t a game I thought that I would be playing. Out of all my gaming friends only one of them had played it (and didn’t care for it) and I, as always, avoided the hype for it just in case I did end up wanting to play it. However after reading the AMA on Reddit from the writer behind it there seemed to be an awful lot of fans of his work so I figured the title would be worth the look, even if I hadn’t heard of the developers or writer behind it.

Kingdoms of Amalur starts with your unceremonious death on what appears to be a battle field, felled by a race of corrupted immortal elves called the Tuatha. You’re then taken to a mass grave to be dumped and forgotten along with all the other soldiers that have fallen in the war. However despite your apparent death you come back to life shortly after being dumped amongst the dead. It is soon revealed that you were used in part of an experiment to duplicate the immortality of the elves with the mortal races of the world and you are the first one to succeed. Your resurrection also granted you freedom from fate, a power that you’ll make great use of throughout the entire game.

Despite the heavy stylization that Kingdoms of Amalur makes use of the graphics are still heavily dated, being far more appropriate for something like a MMORPG than a single player game. As far as I can tell there are 2 reasons for this: the first being the obvious point that this is a dual release on Xbox and PC and we’re limited by its dated graphics potential. The second is that this particular engine is more than likely going to end up being used for an upcoming MMORPG based in the same universe. I can understand that this makes sense from a business point of view but in comparison to all the other titles that have been released recently Kingdoms of Amalur won’t win any prizes for cutting edge graphics. There are several “ooooh pretty” moments (like the one below) but they’re the exception rather than the rule.

What Kingdoms of Amalur does have going for it though is its unique approach to the traditional elements of a RPG. Whilst it’s a RPG at heart with all the levelling systems, talent trees, loot and so on it’s the unique take on each of these aspects that makes Kingdoms of Amalur stand out from its counterparts.

For the vast majority of RPGs, including Kingdoms of Amalur, you’ll begin by choosing your race and what your character looks like. Usually then you’ll also pick your character class which will determine how you do combat (and various other things) throughout the game. Kingdoms of Amalur has a much more flexible system: you put points into one of three talent trees which determines what kind of class you’ll play as. The 3 trees are your typical archetypes (warrior, rogue, mage) but you can mix and match between them and once you reach a certain number of points in a tree (or several of them) you’ll get a buff that corresponds to your choice. Should you not like the choices you’ve made there’s NPCs who can reset your talents everywhere, an absolute godsend in a game where the freedom to choose your class can have you making some decidedly bad choices early on.

Combat in Kingdoms of Amalur is a strange mix of hack ‘n’ slash mouse mashing with elements of strategy chucked in so the game didn’t get thrown in the same bucket as other titles like God of War. Initially, when you have very few other abilities, you’re pretty much stuck with clicking the left mouse repeatedly and attempting to dodge any incoming blows. As you progress further though your options become much more open, leading you to be able to execute long combos on enemies that end with devastating force. After a while though it gets to the point where the only challenge comes from times when the game deliberately throws multitudes of enemies at you and even that is mitigated by Diablo-esque potion swilling. I think the main issue here is one aspect of the combat that’s simply assumed that you’ll use whenever something difficult comes across: reckoning mode.

As you defeat enemies you’ll fill up the Fate bar, the purple looking one in the screenshot above. When that hits full you can enter Reckoning Mode. What this does is slow down time for everyone else but you and also sends your damage output through the roof, making you nigh on invincible. This doesn’t last forever though, about 30 seconds at my count, but that’s usually enough for you to dispatch most enemies (and bosses) before the timer runs out. Should you not have the fate meter full at a critical point though you’ll have to struggle through the fight, chugging potions and trying to stay alive long enough to fill the bar up. Once you understand this it’s quite easy to judge when you’ll need it but the one fight where I didn’t have it and it was obvious that the encounter was designed to for me to use it there wasn’t exactly a pleasant experience.

What Kingdoms of Amalur does get right is the inventory system. Whilst you don’t have an unlimited inventory with which to stash the incredible amount of loot that drops they have taken out the laborious inventory management that usually plagues RPGs. Your main inventory of potions, usable items, weapons and armor are limited to a certain number of slots. However you have 3 unlimited crafting bags that hold components for you. What this means is you’ll never have to worry about having to clear out your inventory to pick up that reagent and you can keep carrying those reagents with you everywhere. What this means is that you’ll actually want to pursue the crafting options in Kingdoms of Amalur rather than ignoring them and then power levelling them when its worth it.

The crafting system also deserves praise as it’s a worthwhile pursuit in Kingdoms of Amalur. Blacksmithing for instance can break down all the items you pick up into their various components which you can then use to build better armour and weapons for yourself. Alchemy has the awesome mechanic of experimentation where potion recipes can be discovered by randomly mashing ingredients together and seeing what comes out the other end. Sagecrafting, in essence making gems for socketed equipment, has a similar mechanic but you’re able to see the outcome before you commit the ingredients. High levels of blacksmithing allow you to combine gems into your crafted equipment, making it on par with many of the best drops you’ll find whilst questing. Overall I was very pleased with the way the crafting system was implemented, much more than I have been with other RPG/MMORPGs.

Now I have to say that for the first few hours, indeed probably the first 6~8 hours, I was incredibly bored with Kingdoms of Amalur. At the beginning there’s really no feeling of tension, nothing that’s really driving you forward. Your resurrection as the Fateless One has stripped you of your memory and whilst there are several characters that recognise you it’s not until you’re near the end of the main quest that they’ll tell you anything about your past. The open world doesn’t do anything to alleviate this lack of drive either as you’re completely free to ignore the main quest and just simply do whatever the hell you want to. This is one of the times where the possibility of reviewing the game kept me going, that was until after I passed the 8 hour mark.

After that many of the stories that I was following started to develop and began to become interesting rather than just an impediment to me levelling my character. Even some of the side quests, ones that you could simply pass by and never do, had interesting stories to them that spanned over the course of an hour or more. Thankfully the quest log is unlimited so that you can pick up pretty much every quest in sight and then complete them at your own leisure. Doing so would put your total play time somewhere north of 100 hours however, something which I’ve never really done outside of MMORPGs.

So taking that all into consideration how does Kingdoms of Amalur: Reckoning stack up as a game? It definitely has its fun moments, especially towards the end when you can take out legions of enemies without breaking too much of a sweat. The story, whilst lacking at the start, is incredibly detailed and the multitude of side quests reveals a depth much greater than its appearance would lead you believe. They also got the loot system right as whilst I was drenched in epics and set pieces by the end I still got a thrill every time I saw a purple drop and an even bigger one when it was an upgrade for me. There are however some issues that can’t be overlooked despite the rational explanations for their choices. The graphics aren’t that great even when compared to other stylized games like World of Warcraft. The barrier to the meat of the game is incredibly high, rivalling the lengths of many AAA titles.

Thinking about it more I feel the same way as I do about Skyrim. All the elements of the game work well together, as long as you give them enough time, but the sheer size of the game means that eventually you’ll get to a point where everything starts to feel the same and there’s really no getting passed that. Indeed just as I did in Skyrim before I did in Kingdoms of Amalur: Reckoning, I got to a certain point where my character was pretty much unstoppable and then just powered through the main quest line. After that the lack of motivation sets in again since there’s nothing driving you and it’s best to leave the game as is.

With all that in mind however I still feel that Kingdoms of Amalur: Reckoning is a solid game and I look forward to the upcoming MMORPG version.

Rating: 8.0/10

Kingdoms of Amalur: Reckoning is available right now on PC and Xbox360 for $59.99 and $78 respectively. Game was played entirely on PC on the Hard difficulty with 21 hours of total play time and 39% of the achievements unlocked. If you have any questions about my reviewing process please feel free to leave a comment or consult this guide

 

Deus Ex: Human Revolution Missing Link DLC.

March 12th, 2012 No comments

In the interests of full disclosure (and those who are new to the blog) it needs to be known that I’m a pretty big fan of Deus Ex: Human Revolution. So much so it managed to take out my nomination for Game of the Year for 2011, a pretty amazing feat considering the competition it was up against. Still even though my fan boy-ness might be at levels to rival that of my other passions I still couldn’t bring myself to spend the $15 on the Missing Link DLC that was available shortly after. No it would take a heavy discount to $5 in a recent Steam sale to bring me over to the DLC bandwagon but suffice to say, I’m glad I did.

The Missing Link takes place during part of the game where the main character, Adam Jensen, goes off the grid for 3 days. During Human Revolution Pritchard’s enquiries into what happened in the intervening 3 days are brushed off by Jensen and it was very easy to miss this gap in the original game. Indeed the experience would seem to be something he’d want to forget after being taken captive, having all of his augmentations reset to nothing and then having to fight his way out again. It’s a good premise for DLC as the experience plays like a short episode in the bigger Deus Ex world without having to rely too heavily on the original game.

As to be expected all the core aspects of the game: the graphics, gameplay and so on are identical between Human Revolution and The Missing Link. This works well for The Missing Link as all of these things were done extremely well in the original leaving little much room for improvement. That being said that also means the few quirks of the game like the ones I mentioned in the original review are still there. None of them are game breaking but you still need to be aware of them either to avoid getting trapped by them or to use them to make your life easier.

The Missing Link starts you off as a fairly advanced character except that all your mod points are unspent (except for the default ones). What this means is that you can craft your character anew, avoiding some mistakes you might have made. I’m on the fence about this as whilst it makes sense in the story I remember my character being a lot further ahead than the one in The Missing Link was. The choices you then make heavily impact what your experience of The Missing Link will be like (I.E. if you want to hack everything you’re going to have to spend most of your initial points to do that). With the total number of additional praxis points being relatively low you’ve got to make your choices wisely as every single aug can be used within The Missing Link’s short play time.

However The Missing Link heavily encourages you to play a certain way: mostly stealth. Now for most Deus Ex players this will be second nature as it’s pretty much the default play style and indeed Human Revolution heavily favoured this way of playing as well so it really should come as no surprise. It’s slightly disappointing as I attempted to make a run and gun character but ended up having to stealth most sections anyway, rendering those points I spent useless. It’s not a terribly huge deal, but I feel like my time with it would have been a lot better had I opted to spend my points differently.

I need to point out here that The Missing Link’s level design seems to be somewhat lazy compared to that of Human Revolution. Whilst I can understand that the setting doesn’t lend itself well to a large sprawling environment the running back and forward between sections, with the seemingly way too long scanner sections depicted in the screenshot above, doesn’t make for great game play. Indeed you’ll spend much of your time clearing sections you had already cleared previously. It’s a dreadful form of asset reuse and not something I had come to expect from the guys who had made Human Revolution.

Thankfully though the story (and the developer’s humour, as you can see above) is what makes The Missing Link worth playing. Whilst I can’t go too deep into it without spoiling everything for you suffice to say that in the short time you’ll spend with The Missing Link you’ll still be gripped by the story, one that has all the trademark elements that we’ve come to expect from a Deus Ex plot. One criticism I’ll level at it though is the incorporation of what is seemingly an arbitrary decision at one point that only seems to affect some dialogue between Jensen and another character. Had The Missing Link been integrated into the main Human Revolution game this could have been alleviated somewhat, but I can see why this didn’t happen.

For someone who usually avoids DLC like the plague Human Revolution stands out as one that I’ll heartily recommend to anyone who’s played through Deus Ex: Human Revolution and wants to dive back into it. Whilst it may not stand up to the high standards that Human Revolution set for it The Missing Link is still a great story accompanied by intricate and nuanced game play, aspects that many games struggle to pull off individually. Thinking back on it now I still stand by decision to wait though as whilst $15 is fair value (going on a $/hour of game play perspective) I’d still probably hold off on this until there’s another sale just because The Missing Link isn’t exactly required playing unless you’re a completionist.

Rating: 9.0/10

Deus Ex:Human Revolution The Missing Link DLC is available right now on PC, Xbox360 and PlayStation 3 right now for $15 (or equivalent points). Game was played entirely on the PC on hard difficult with around 5 hbours played and 30% of the achievements unlocked.

Bastion: The Calamity Was a Hell of a Thing.

January 23rd, 2012 No comments

The number of quality, well polished games that independent developers have been releasing recently has been great for the games market. Gone are the days where the idea of making a game was constrained only to the big developer houses or specific platforms and today we have a thriving independent ecosystem to support these talented developers. One such game to come out of the indie scene is Bastion a game that’s received much praise and developed something of a cult following. I’m not sure why I avoided it at the time but after getting frustrated with the end-game situation in Star Wars: The Old Republic and on the recommendation from friends I gave Bastion the once over.

Bastion puts you in control of a character known solely as The Kid. You awaken in your bed to find the whole world around you has fallen to pieces and every move you make is narrated by a gravely, disembodied voice. You then make your way to the Bastion, a safe place that everyone in Caelondia (The Kid’s home ) agreed to head in times of danger. There he meets a stranger, later revealed to be named Rucks, who’s voice is the one that narrates your every move. Ruk then informs you of the terrible event that occured, The Calamity, and how they need to go about restoring the Bastion after it was damaged during the event. So begins your long journey as you seek out the items required to restore the Bastion and uncover the truth about the Calamity.

Visually Bastion is quite pleasing on the eyes with its heavily stylization, bright colour palette and cel shaded 3D models that blend seamlessly. This style is reminiscent of other isometric RPGs like Diablo which use visuals like this in order to make sure you don’t get bored. This works quite well as whilst I was initially frustrated with Bastion (more on that later) my second session saw me play it all the way to the end and not once did I feel that the environments I was playing through were repetitive. It just drives home the idea that cutting edge graphics aren’t a requirement for good story telling, especially if you do them right like Bastion has done.


Bastion incorporates many aspects of traditional RPGs whilst doing away with others in order to simplify the gaming experience. There are levels for your character, which you gain in the traditional way of killing enemies and allow to add additional buffs to your character, but there’s really no loot system to speak of. Instead you have an arsenal of melee weapons, ranged weapons and special abilities that are all interchangeable. The weapons are also upgradeable allowing you to make them far more powerful than they originally are. This means that it’s likely that no 2 play throughs will be the same and lends a decent amount of replayability past the initial encounter.

I believe this simplified system is what lead me to get frustrated with Bastion in the early stages of the game. Initially you’re limited to a rather small arsenal, only a few weapons for each slot. You do pick one up every second level or so but progression at the start feels a little slow as most of the weapons and upgrades don’t feel like they’re making any difference. Later on, when your choices are much greater, that initial feeling starts to slip away in favour of you becoming somewhat unstoppable, at least my character did. I didn’t make it anywhere near max level (I think I got to level 6) but my combination (all fully upgraded) of Cael Hammer, Scrap Musket and Hand Grenade meant I could dispatch waves of enemies with little trouble.

It becomes apparent very early on in the game that whilst the Calamity might have destroyed much of the world there are still some people left alive. After you find them they’ll join you in the bastion and they’ll give you some insight into the various mementos that you find scattered throughout the world. They also bring with them challenges that you can complete for extra experience and cash to spend on upgrades whilst fleshing out the background story of one of the characters. The challenges are gauntlet style affairs and are a nice aside from the dungeon crawling that makes up the majority of Bastion.

One of Bastion’s most notable features though is the near constant narration. It serves two purposes, the first being to give a running commentary what’s currently going on. This gives you a great sense of the character’s motivations, feelings and gives the story solid direction in what would otherwise be a rather dull dungeon crawler. Secondly having a constant voice over allows Bastion to develop an extremely rich lore without having to result to giant walls of text that are common in RPGs. Whilst I can understand the reason why this is rare (voice acting is a time consuming and costly activity) Bastion’s use of it is quite unique. Plus Logan Cunningham’s dulcet tones aren’t hard on the ears either.

Where Bastion does fall down however is in the final throws of the story. Right up until the last 30 mins of the game your entire experience has been completely guided, your decisions ultimately made for you with a little freedom in what order things are built or upgraded. This is a fine way to tell a story, in fact this is how the vast majority of games play out. However right at the end you’re presented with two very distinct options to choose from on two different occasions. For a game that’s been choice agnostic up until this point adding in a choice at this part seems to only be for the sake of adding in some replayability. As a mechanic, I find that particularly cheap.

Warning, spoilers below:

Worse the first of the choices, whether or not to save Zulf, doesn’t seem to have any meaningful impact on the rest of the game. Granted the choice comes so late in the game that there’s not much it could really affect but that just makes its inclusion even worse. I’ll admit that the scene itself felt quite powerful, the notion of a selfless hero willing to put aside all the hurt someone has caused in order to save them, but the fact that your decision only mattered for then and there makes the choice arbitrary. The same goes for the ending as it basically boils down to the same problem that Deus Ex: Human Revolution suffered from. Instead of choices you make doing the game leading to an ultimate conclusion, you’re instead presented with a blunt “Hey choose your own ending!” screen. Though unlike Deus Ex you can’t just reload and see the other ending, meaning the intent of that mechanic is simply to encourage a second play through. Whilst it didn’t ruin Bastion for me it did sour the idea of going for a second playthrough as there doesn’t really seem to be a point to it.

Spoilers over.

Bastion is yet another shining example of games being used as a great story telling medium. The characters are well developed, the story thoroughly engrossing and the game play is rock solid, carrying all these elements along beautifully. Whilst I might disagree with some of the arbitrary moments that the game presents you with that doesn’t discount the rest of the game. Bastion then represents another magnificent independent release that shows just how far indepedent games developers have come, and how far they’ll be able to go.

Rating: 8.5/10

Bastion is available on PC and Xbox360 right now for $14.99 and 1200 Microsoft Points respectively. Game was played entirely on the PC on the regular difficulty with around 6 hours played time and 29% of the achievements unlocked. 

Star Wars The Old Republic: An Engrossing, Well Polished MMORPG.

January 16th, 2012 No comments

I’ve played my fair share of Star Wars games over the years. I can remember playing one on my trusty Nintendo Entertainment System which was just your basic platformer but was still enough to keep me captivated way back then (I was 6 at the time). More recently I indulged in the Jedi Knight Academy series of games which, to their credit, were actually quite fun and had a half decent story about them. I did not however get into Star Wars Galaxies, having heard how atrocious it was. Star Wars: The Old Republic however caught my attention from the get go mostly because BioWare was going to be the one developing it. I’ve always enjoyed their RPGs so it follows that their MMORPGs should be no different. Thus I pre-ordered my collector’s edition from Amazon months ago and I’ve been playing it ever since.

SW:TOR puts you 300 years after the events that occurred in the single player game Knights of the Old Republic which is still some 3,500 years prior to the events that take place in the original Star Wars movies. The Sith have returned in full force, retaking their old home of Korriban and re-establishing their Sith order. You then get to decide which faction to play for, The Republic or The Empire, and your choice will drastically change the story that unfolds before you. For reference I was a Jedi Knight base class and choose the Guardian specialization, putting me as a tank/dps. Your choice of advanced class doesn’t appear to influence the story however, just the archetype role you’ll fill.

Character customization is definitely a step above what I’m normally used to seeing in a MMORPG but is still somewhat lower than what you usually find in traditional RPGs. Most of the choices are from pre-set options so whilst it’s unlikely that you’ll find 2 characters that are completely identical there’s a very good chance you’ll notice someone running around with your face at one point, leading to some rather awkward moments. Still there’s enough variation in both your base character model as well as armour types to ensure that you won’t feel like you’re playing in a clone army.

On first impression the graphics of SW:TOR are nothing to write home about, especially when compared to the stunning visuals of some recent RPGs. Still much like World of Warcraft the stylization that has been used throughout the game means that it doesn’t detract from the experience. Of course, as with any MMORPG, graphics usually have to be stepped down in order to cope with the potential for huge numbers of players to be on screen at any one time. Indeed I’ve experienced some slowdown in the more populated areas (<30 people) but for the most part the graphics are the right balance of pretty and performance.

All that being said however some of the environments that are set up within SW:TOR did trigger my sense of awe. The screenshot above was just the first such example of where I stopped in my tracks and just took in the world for a while. It really did make me feel like I was part of something much greater than myself, something where the scale was far beyond just what was being presented to me at the time. However it would all be just simple eye candy if it weren’t for the story that underpins your entire reason for existing in this vast universe.

Now for most traditional MMORPGs the idea of an over-arching story line usually only goes as far as one particular level bracket. I can remember this quite clearly from my time with World of Warcraft where each area would have its own unique story but the connections between them were either tenuous or non-existent. SW:TOR on the other hand has a series of class quests that are in essence the driver for you to go from one planet to another. They’re far from a simple advancement device though as there are many times when you’ll be whisked away from the known planets on your map to other locations, sometimes for hours at a time.

Indeed SW:TOR could very easily be played as a single player RPG for those who’d like another fix of Star Wars goodness but were turned off by the MMORPG title. Sure there’s no escaping the fact that there’s countless “Kill X enemies” or “Gather Y of Z item” kinds of mission in there but should you not be too concerned with levelling as fast as you can they can be, for the most part, skipped entirely. A good chunk of the missions have some kind of unique mechanic or are broken up by enough cut scenes to make them feel a lot less grindy than their counterparts in other MMORPGs. Indeed there were times when I was playing simply because the story was driving me to, not the urge to get to max level and start gearing my character. I can honestly say I’ve never had that in a MMORPG before.

Levelling is actually quite enjoyable and doesn’t feel like a barrier to the real meat of SW:TOR. Unlike most MMORPGs where getting max level takes months of herculean effort you can easily reach max level in around 3 to 4 days played if you put your mind to it. My trip to max level was decidedly more leisurely but even I was able to knock out a max level character in under a month of play. This again reinforces the idea that SW:TOR would in fact make a great single player game that you could play through and be done with afterwards. That is, of course, how they’ll hook you in but I’ll be damned if it isn’t true.

The space missions also serve as a nice break from the usual tedium of questing. They’re something of a point and click adventure with the camera running along a set path with you being free to move around inside it. Initially they’re a walk in the park, especially for experienced gamers, but as you progress there will be ones that will challenge you. Like most things though you’ll eventually overcome the challenge and you’ll have to wait until you pass a certain level before you get another challenging one, but they’re still refreshing if you’ve been questing endlessly for a couple hours.

Your space ship also functions as a melting pot for you and your companions as well as being your transport between questing areas. I think this is probably why the questing in SW:TOR felt so fluid as each planet has a specific level bracket and could be travelled to with very little hassle. It also meant there weren’t any strange transition areas like there are in other MMORPGs when the designers tried to meld say a vast desert with a dense jungle (think Desolace to Feralas in WoW). It’s also quite nice to have the external camp to interact with your companions as their story lines (and potential romances) are quite interesting in themselves.

The experience however is not exactly trouble free. Shown above are two common glitches that I would routinely encounter, the one on the left moreseo than the right. There are quite a few graphical glitches that crop up from time to time but thankfully none of them too severe and are usually temporary. The second one shown above is a more extreme (but hilarious) example of the camera angles for cut scenes going all whacky and sometimes glitching out you or your NPCs armour. Mostly it would be my cape being stuck in my torso, but there’s also been people missing, voice overs not playing and characters not moving their mouths when talking.

There’s also some issues with lag, but not the ones you’d think. Even though BioWare didn’t release SW:TOR in Australia because of lag concerns I routinely get sub 200ms pings to the server, better even than I got in World of Warcraft (before I started using a tunnel, though). However there were still a few occasions when the server and my client would get out of sync, sending my character into a flurry of stepping forward only to be slingshot back. This would continue for up to 30 seconds at a time making for some rather frustrating moments.

PVP is something of a mixed bag at the moment thanks to the end game version of it still being a work in progress. You can participate in PVP from level 10 and currently everyone is thrown into the same bracket together. Everyone’s stats are boosted up to the highest level participant however so you can be somewhat competitive even when you’re just starting out. There are 3 different scenarios (capture and hold, timed race to the end and, in essence, football) so there’s not a whole lot of variety and it does start to feel repetitive after an hour or so. Still you’ll receive credits, experience and tokens towards PVP gear for participating so it’s well worth doing them, even if PVP doesn’t interest you at all.

The end game PVP appears to be an attempt to copy the ideas that Warhammer: Age of Reckoning brought to the table with Realm vs Realm PVP. There’s one world called Illum that’s basically up for grabs for either side should they want to have it. You can capture it by holding objectives although it’s not entirely clear what you get for doing so. This would be great except that currently open world PVP doesn’t award valor (PVP rank points) and there doesn’t appear to be any kind of bonus for holding Illum. Thus the end game PVP is reduced to people sitting at the objectives long enough to complete their dailies and then leaving, usually not even attempting to engage each other. I won’t complain about the free loot but it does feel somewhat pointless as there’s no reason to be there than for the dailies.

Compared to other recent MMORPG launches Star Wars: The Old Republic really stands out as one where the developers did their homework and worked hard to deliver an experience that was on par with those that were currently on offer. Sure its not as complete or as polished as others are now but for a first release it’s actually quite phenomenal, easily beating the initial release experience I’ve had with nearly all other MMORPGs. There’s still a lot of things where they could improve but overall the current game is more than enough to cement their position as a solid contender and I can see myself continuing to play it for a good couple months after this review.

The question many people ask is though, will this take the crown as MMORPG king away from World of Warcraft? I don’t think it will, but not because of any fault with the game itself. All the other WoW killers out there were fundamentally flawed at launch, usually lacking content or sufficient polish. World of Warcraft is the opiate for the MMORPG masses and the only ones capable of taking it down are Blizzard themselves and indeed it looks like they will with Diablo III and the mysterious Project Titan. SW:TOR however is a strong contender to be second place to them, and not just the distant second that many have been before it.

Star Wars: The Old Republic managed to re-ignite that same sense of passion, wonder and fulfilment that I first felt all those years ago when I made my first tenuous steps into the world of MMORPGs. It really is a wonderful feeling going through a new world for the first time, especially one that’s as rich as SW:TOR. I can’t see myself getting as addicted as I did back in my MMORPG heydays but that’s probably just me getting older more than it is the game being any less addictive. For Star Wars fans, MMORPGers and RPG fans alike SW:TOR is definitely worth checking out, even if you ignore that whole online part.

Rating: 8.75/10

Star Wars: The Old Republic is available right on exclusively on PC for $62 which includes 1 month of game time. Game was played entirely on PC with around 5 days (120 hours) of total play time and reaching the level cap, 50. 

The Elder Scrolls Skyrim: Faas Faal Bah Do Faal Dovakhiin.

December 5th, 2011 No comments

This might come as a surprise to some but I never really got into The Elder Scrolls series. Despite their games being around for as long as I’ve been a gamer my first introduction into the series was back in 2006 when Oblivion was released. Even then I didn’t much care for the game, feeling overwhelmed at the amount of choice I had in almost every respect. That and the world was filled with people who seemed to be suffering severe birth defects and the camera zooming up to their faces whenever you interacted with them didn’t do much to alleviate that issue. However upon seeing the trailers for Skyrim I knew I couldn’t write off the series based on my one bad experience, especially if the reactions of my friends were anything to go by.

Skyrim takes place in, funnily enough, Skyrim a section of the larger Tamriel world that has encompassed the entire Elder Scrolls series. You find yourself, much as you did at the start of Oblivion, prisoner on the way to your execution. You’re not alone on this trip however and those accompanying you include Ulfric Stormcloak, one of Skyrim’s jarls, who’s responsible for assassinating the High King of Skyrim as he wants Skyrim to secede from the ruling Empire. Just as you’re about to lose your head however a dragon appears and lays waste to the surrounding town, giving you an opportunity to escape. You are then thrust into the huge world that is Skyrim with but a single quest in your log and the entire world as your playground.

As the screen shots can attest to the world of Skyrim really is something to adore. I’ll admit at first I wasn’t impressed, mostly due to the constant close ups of the opening scenes which never do any favours, but once you’re left to your own devices the amount of detail in the worlds is just staggering. The screen shot above was the first time I found myself stopping mid-quest and just staring for a good minute or two, loving the view as much as I would a similar vista in the real world. It wasn’t the big picture that did it for me, it was all the little things (like my character standing on the slope properly, rather than standing dead straight up) that culminated in a moment that just encompassed me completely.

It’s that attention to detail that really sets Skyrim apart from any other RPG that I’ve played. If they’d just gone and made a beautiful environment that would be one thing, but they’ve also included things like weather simulation, day/night cycles (with a moving sun and proper shadows) and environmental events like the aurora borealis (or australis? Anyone know which hemisphere Skyrim is in?) shown above. What this creates is a world that’s thoroughly immersive as it feels so much more alive than anything else I’ve ever played. Skyrim really does set the bar for all other RPGs that follow it, especially any of them that dare to describe themselves as open world.

The game mechanics contained within Skyrim are so wide and varied that I’ll need an entire paragraph just to introduce them all. Like all games there’s a combat system but depending on how you choose to play your character you’ll either be an in your face warrior (like myself), an archer able to pick of foes with a single shot or a mage adept at slinging spells indefinitely. The levelling system is also quite unique in the fact that it’s not advanced in the traditional way, relying instead on your progression through certain skill traits. The crafting system is also quite in depth with you being able to craft the most powerful items in the game, as long as you know where to look. Then there’s also the unique idea of “shouts”, basically magical powers that are innate to you and can be unlocked through finding hidden words of power and using the souls of dragons to master them.  

Combat in Skyrim is a pretty straightforward affair, at least from the perspective of a 2 hander warrior like myself. Unlike other RPGs there is no skill bar (replaced with a favourites quick menu) and the skills you perform are either straight up equipped, like spells and weapons, or are used through a combination of mouse clicks and keyboard presses, like weapon attacks. At first I struggled with this system as the lack of skill bar meant that every time I wanted to change between say, my 2 handed weapon and healing spells, I had to trudge through 3 levels of menus before I could do so. This was alleviated somewhat when I was told of the favourites menu but it still takes you out of action whilst you make your selection. Perhaps this is just a style preference as I’m much more inclined towards the Dragon Age style of doing things that favours flowing combat, although I will admit that Skyrim’s UI is much less busy which counteracts this somewhat.

This is not to say that the combat isn’t enthralling however, far from it. Much like the first Ogre in Dragon Age was a battle that burns vividly as a memory for anyone who played it your first Dragon in Skyrim is sure to be another experience that everyone who plays Skyrim is sure to remember. Some of the encounters are quite enthralling too, especially when you’ve spent the better part of an hour getting engrossed in the lore that’s been leading up to said fight. My only gripe would be that the combat is somewhat simplistic in its implementation, especially if you shy away from the path of magic.

The levelling system is unique in that it’s far more simplified than its predecessors were. Instead of having the usual spread of Dungeons and Dragons based attributes and skill trees Skyrim instead has you choose one of three attributes to increase on each level (health, magicka  and stamina) as well as giving you a point to spend on a particular skill tree branch. Those branches are directly related to skills in the game such as armour proficiency, crafting skills and combat skills. Levelling up those particular skills is how you progress your character throughout the game so your level is actually kind of arbitrary as you can quickly master certain skill trees but you’ll need to do that more than once in order to progress any further.

This kind of levelling system then makes progression rather uneven especially when you’re power levelling a certain skill. For instance I had had my eyes on the Daedric armour set for quite a while and for crafting skills it doesn’t matter what kind of item you create it will always level you the same amount. Figuring this out I set about making as many leather bracers and iron daggers as I had material for and was able to jump a solid 2 levels in just under 10 minutes. The same can be done with alchemy, enchanting and even with combat skills if you do it correctly. It’s really neither here nor there in terms of affecting game play (I.E. if you need to get a skill point you’re never far off getting it) and is probably more a testament to Skyrim’s open ended play style more than anything else.

The Shouts, whilst realistically being nothing more than another spell in your spell book, are an interesting little aside to the regular magic system in Skyrim. You don’t unlock them by simply reading a spell book (like you can do with every spell in Skyrim, regardless of level) instead you unlock them in a two stage process. First you have to find the words which are scattered throughout the land of Skyrim. Secondly you will need to defeat a dragon in order to unlock the word of power and make it available for use. All shouts have 3 words total and each additional word you unlock in a shout increases its power. There are some unique shouts that will really help you out in certain encounters, especially early on when fighting tougher enemies like dragons and giants.

Crafting in Skyrim is a process that’s sometimes laborious, bordering on MMORPG levels, but the payoffs for doing so are quite significant. As I mentioned earlier the Daedric armour had my eye for quite some time but the investment to get there is quite steep. Not only do you need to get 90 smithing (something I achieved by crafting hundreds of other items) you also need to get some of the rarest ingredients of the game: ebony bars and daedra hearts. This quest which I set myself took me no less than 2 hours to complete even when I knew exactly where I needed to go in order to get everything in order. The same can be said for enchanting an alchemy as the process of levelling them can take quite a while but the end result are items that can break the game completely.

For instance there’s a skill that increases the effectiveness of new enchants by 100%. Combine this with the enchant that reduces the cost of say destruction spells you can actually enchant your armour enough so those spells are free. Couple that with the enchanting perk of being able to enchant any item twice and you can craft a character that is literally indestructible. Whilst I didn’t go down this particular path myself I did end up creating a character that was able to 2 shot dragons with his sword rendering even the toughest encounters almost trivial. I can’t fault Skyrim for this as for almost any RPG you’ll reach a point where your character becomes nigh unstoppable and realistically that’s part of the fun. Still it leaves you wondering whether this was intentional or not, especially considering the ludicrous number of exploits that are present in Skyrim.

Like any Bethesda game Skyrim is littered with bugs, exploits and quirks that can either make or break the game for you. Bethesda has a rule about not fixing the “fun” bugs as they believe they’re part of the game and realistically with a game this expansive it’s hard to judge them with the amount of emergent behaviour that’s possible. Indeed many of the moments I’ve found myself discussing with my friends have been around those times when something hasn’t gone the way you’d expect it. I didn’t encounter too many game breaking bugs though which shows that Bethesda was committed to making the core game stable, even if it was at the cost of dragon skeletons occasionally raining from the sky.

What will get to you after a while however is the repetition. It’s pretty much the same as every RPG gets to be after a while as there’s only so many ways you can dress up a fetch quests before people start to catch on and start avoiding them completely. Indeed many of my friends began suffering Skyrim fatigue just recently, saying that they’d love to play more but were just couldn’t bear themselves to play any more at least for a little while. I felt the same thing too especially with the near endless stream of quests and distractions on the way to said quests. Truth be told there’s probably well over 100 hours of total game play within Skyrim and with the theoretical level cap somewhere at the dizzying heights of 81 I’m sure there’s enough content to get the most intrepid explorer’s there.

What kept me going through those last bits of drudgery was the story. Whilst there’s enough stories in Skyrim to fill several novels the main plot line was by far the most captivating. It’s you’re typical hero out to save the world kind of stuff but the multiple reveals and little details you can glean from being in the right places at the right time make it quite enthralling. Additionally, true to Skyrim’s openness, your decisions about what to do at certain points will shape the story in certain ways. The ending, whilst intensely satisfying in itself, felt a little hollow when you were dropped straight back into the world. Granted I didn’t play for too long afterwards to notice if there were any major changes but after a journey like that I felt like the game either should have ended or changed in some significant way. I won’t put the game down for that though since it’s a personal thing (and I’m not quite sure I’m explaining my feelings well enough here) and games don’t deserve to be punish for that.

I don’t think I’m entirely done with Skyrim either. Just like other games that get their longevity from multi-player I get the feeling that I’ll come back to Skyrim every so often just because there’s so much there left to do. It’s a testament to Bethesda’s skill in creating a single player world that will have play times to rival that of long running multi-player games. Skyrim’s model doesn’t generalize to all kinds of games easily though (would you play a FPS for 40 hours?) but it does show that a game can have some serious longevity based of its single player experience alone.

If a new comer to The Elder Scrolls series like myself can find so much to like about the world of Skyrim then I imagine that long time fans are just as impressed with it as I am. The graphics are amazing, the world is filled with unimaginable detail and the game itself has enough nuances to keep you interested for quite a long time. In typical Bethesda fashion it’s anything but a bug free experience but they’re usually not game breaking and are more a symptom of a system than can have incredible amounts of emergent behaviour rather than lazy developers. If you enjoy savouring your game experience over a long period of time then Skyrim is definitely for you as its one I can see myself playing for months after this review is done.

Rating: 9.25/10

The Elder Scrolls: Skyrim is available on PC, Xbox 360 and PlayStation 3 right now for $59.99, $88 and $88 respectively. Game was played entirely on normal difficulty (I only just found out you could change it) with around 36 hours total played and 48% of the achievements unlocked. Got any questions about the review? Read the guide to reviews here on The Refined Geek or leave me a comment here!

Dead Island: Kick Squad ASSEMBLE!

October 3rd, 2011 No comments

Co-op games run a fine line of balancing the game between the single and multi-player experience. You see whilst it’s great to be able to bash out a game with mates (as I often do) I can’t rely on all my friends being available when I want to play. Borderlands suffered somewhat because of this as their support for drop in/drop out co-op left a lot to be desired, leaving many to simply not play the game at all if they couldn’t get their original crew together. Dead Island, a game I picked up on G2Play to play with mates at a recent LAN, is a cross between borderlands style RPG play but in a setting much more like Left 4 Dead and it seems to have gotten this balance between play modes figured out.

You get a choice of 4 different heros: Xian Mei, Sam B, Logan Carter and Purna. The game starts out with you waking up to find the resort you’re staying in being overrun by zombies (from an unknown source) leaving you to fend for yourself. The game then centres around finding pockets of survivors on the island and helping them out, travelling between different locations on the island. Part way through a mysterious voice appears over the radio who starts helping you out in the hopes that you’ll be able to help him save his wife who’s become one of the infected.

Each of the 4 main characters represent a different character class, each with their own distinct set of advantages. I choose Purna, mostly to round out the team of 4 I initially played with, who’s a firearms expert. The character classes all have 3 talent trees that unlock new skills and perks as you level up and they’re each unique to the character in question. Depending on which skills you go for the way in which you play Dead Island can be wildly different to others, which gives the game quite a bit of replayability. I for instance didn’t put any skill points in the “Fury” tree but as a result I was devastating with melee weapons and I buffed my entire party with an aura, making some situations quite a lot easier.

The single/multiplayer balance in Dead Island is done absolutely brilliantly. I joined the game about 30 mins after my mates had started (since I was bashing out a couple StarCraft 2 games with another friend) and I was placed nearby so they could find me. I was worried about many quests showing up saying “This will not be recorded in your profile” but as it turns out side quests aren’t saved during co-op sessions, but main quest progress is. So upon jumping into single player I was greeted with a bevy of side quests to complete should I feel the need. Jumping back into multiplayer synced you up with the person who was the least progressed with the main plot, a godsend compared to Borderlands. Dead Island also takes out some of the more laborious aspects of questing, planting the objectives on the minimap so you don’t spend hours looking for that one last thing to complete that quest.

Dead Island also implements a system whereby you can join up with other people who are in a similar place in the game as you are. This will appear as a message on the right hand side of the monitor and after one key press you’ll be joined up with them. Whilst my experience with this was mixed (quite a few people simply left the game after I tried to join with them) it’s a really nice touch and can make some of the more challenging areas far more easy and enjoyable. 

Not all of the quests are that well done however. The escort quests, of which one is pictured above, are extremely tedious as the NPCs don’t follow you. Instead they follow their own path (completely unknown to you) and will often throw themselves right into the middle of a horde of zombies, requiring you to fish them out. They also feel needlessly long at points, trapping you for a good 15 minutes or more in a game of follow the leader. Why this kind of quest was put in Dead Island escapes me as they feel quite out of place compared to the rest of the quests in the game.

Dead Island’s loot and inventory system is a mixed affair of getting some aspects completely right whilst others just utterly wrong. You have limited inventory slots (which can be upgraded, typical RPG affair) but crafting materials don’t take up any space in it. This is fantastic because there’s just so much crafting crap around the world that balancing an inventory around it would be nigh on impossible and ensures that when you find a vendor with that key ingredient you never find you can stock up on it for future use. Crafted items and upgrades are also very useful and, in the case of weapon mods, visibly change the weapon that they’re applied to.

Finding good items however is somewhat of a crap shoot. Early on in the game I read a tip that said “the best items are always in chests” or something to that effect. With that in mind I upgraded my lock picking still to the max so I could open up all those chests. Throughout my entire play through I found only 1 solitary non-white item (an orange level sickle) in the chests. All my other good weapons were either rewards from quests or bought from the vendors and there were maybe 5 or so blue level items that dropped from zombies. I guess what I’m trying to say is that you’re better off not bothering hunting for loot and instead just using quest rewards or vendor items.

Combat in Dead Island is visceral, over the top and thoroughly enjoyable, once you get past the initial hump that is. You see that blue bar in the screenshot above? That’s the stamina bar and it limits how much you can run, jump and attack (except for guns, which have ammo). When that runs out you can’t do anything except for one thing: kick. The kick attack, which every character has, is an unlimited attack that interrupts all attacks and can’t be interrupted itself. For the first 40% of the game or so there’s really no reason not to use this attack and this attack only as you can knock down every zombie and then proceed to pummel them to death on the ground. Playing this at a LAN with all my mates in ear shot made this a rather fun experience, naming our band of heroes the Kick Squad. It was quite hilarious to see one zombie go down and then be repeatedly kicked to death by 4 people, but it made weapons in the game rather redundant for a while.

One thing that Dead Island doesn’t deliver in is the plot. Now the trailer for Dead Island was actually quite well done as it depicted a game that had both thrilling action and also a deep and meaningful plot. Honestly I was sold on buying the game after seeing that trailer, being able to play it with mates at a LAN was just the icing on the cake. However all the characters are completely unrelatable, either through being complete dicks or being horribly voice acted (my wife referred to Purna’s voice as sounding like it was done by someone in Play School). There’s also a few attempts to pull on the heart strings at various points through the use of cut scenes but honestly they don’t fit in with the environment at all. It’s made even worse by the ending, which taken into context makes little sense and is cheapened by a last ditch effort to make the ending feel bitter sweet.

Overall though Dead Island is a solid game that’s enjoyable both as co-op and as a single player experience. It’s not without it’s flaws however and whilst none of them are entirely game breaking they can be enough to make some of the time you spend in Dead Island rather tedious. Still the game looks like it could be a LAN favourite for a while to come as the 4 character classes and 3 skill trees per character gives enough variety to make sure that each play through is unique and enjoyable. If you liked Borderlands and need another fix of zombies in your life then Dead Island won’t disappoint you.

Rating: 8.0/10

Dead Island is available on PC, Xbox360 and PlayStation 3 right now for $49.99, $89 and $89 respectively. Game was played on the PC with around 15 hours of total play time (8 of those being co-op) and reaching level 38.