Posts Tagged‘fantasy’

Wolcen: Lords of Mayhem: I Can’t Believe it’s Not Diablo/Warhammer/etc.

Ah the launch days of a new online game. They’re almost always filled with bugs, server problems and teething issues the developers and their play testers never managed to come across. You’ll be forgiven for thinking that Early Access would be a solution to this, even if you spent oh I don’t know something like 4 years in it. Wolcen: Lords of Mayhem debuted to an audience that was hungry for a new arpg and the hype it had built up to its release ensured that its release date was not so dissimilar from the AAA games it sought to emulate, plagued with numerous issues that made the game chuggy and problematic for many and downright unplayable for an unlucky minority. However like many of its other brethren after the initial furor died down what was left was an extremely competent arpg, just one that I lost interest in after the real grind set in.

In Wolcen: Lords of Mayhem, you, Valeria, and Edric, are the three only survivors of the slaughter of Castagath. Rescued by Grand Inquisitor Heimlock, you were drafted into the Republic’s Army of the Purifiers at a very young age to be trained in the military academy and become perfect soldiers. You also had the chance to benefit from Heimlock’s occasional advice and training. This special treatment led you and your childhood friends to be named the “Children of Heimlock”. However one day it’s revealed that you’re able to channel some devastating forms of magic, something that’s very much frowned upon in this world. This begins your quest to survive and determine what your true fate really is.

I honestly couldn’t believe that the dev team chose Cryengine as the basis for their game, given its propensity for seriously high end graphics and not-so-great multiplayer support out of the box. However what the team has created is really quite something, making full use of the engine’s capabilities. The environments are massive and filled to the brim with detail although in the later, predominantly procedurally generated levels, things do start to get a bit samey. The game does shy away from the Blizzard/Diablo style of using more bright and varied colour palettes to keep visual interest up but there’s still a good helping of lighting and particle effects to keep everything from blurring into a dark background. All of this runs amazingly well, even when you get a good number of enemies on screen. That’s not to say I didn’t have any performance issues at all but I do have to admit I was trying to see how far I could tilt the thing before it fell over.

Wolcen follows the standard isometric dungeon crawler formula pretty closely with its own spin on the various tropes that I’m sure we’ll see emulations of in future games in this genre. There’s no formal classes to speak of however what weapon you decide to wield dictates which skills you’ll be able to use and, by consequence, which talents and attributes you’ll be prioritising. Skills themselves aren’t a given either, you’ll have to find them in drops from enemies or purchase them with a particular kind of currency from the right vendor. The talent tree is also quite novel, consisting of 3 rings that branch out in a constellation like fashion allowing you to choose your own path to the talents you want. There’s also a rudimentary crafting and gem system although if I’m honest I don’t think they’re actually worth using at all. Finally there’s a kind of rift like system which makes up the bulk of the end-game content, servicing as an endless grind to help rebuild a city which will confer back to you some benefits. Honestly using the term “Diablo clone” here would be a disservice to Wolcen as whilst it certainly draws inspiration from it there’s enough new things in here that I think Blizzard will be taking notice.

Combat is, for my build at least, a fast paced balls to the wall killfest that literally doesn’t stop for anything. Now I’m quite sure that the build I was running has likely been nerfed into oblivion since I stopped playing but suffice to say, when I can 2 or 3 shot pretty much any boss or mob I come across in the game it’s not likely to be long for this world. Still it was certainly fun, especially considering that it was such a glass cannon build that I had to ensure I was actively using particular skills constantly lest I cop a few hits in a row which would see me downed in short order. Of course being basically unstoppable did also mean that there wasn’t a lot of challenge left for me in the game once I reached that point, especially without an end-game grind that was building to something interesting.

It probably also didn’t help that I settled on a skill build and playstyle early on and all other variants seemed to be far, far less effective. To be sure there seems to be a lot of build variance available but speaking with my mate who tried numerous other builds none of them were as effective or useful as the good old slow 2 hander with bleeding edge. Some of the skill modifiers did make for more interesting rotations but most of the time they just allowed me to do the one thing I needed to do more efficiently or with a greater margin for error. I’m sure for those seeking to craft the one true ultimate build there’s a lot to explore and experiment with here but without a goal to work towards I can’t imagine there’s going to be much enjoyment in doing so.

Like most arpgs the progression comes thick and fast at the start but begins to slow down measurably once you hit the end game. When once you’d be able to find an upgrade or two during a dungeon run now you’re likely to go multiple runs without finding anything. Worse still you’ll likely have to spend quite a bit of time sifting through all the gear you’ve picked up to find that one upgrade, a rather tedious chore that’s unfortunately not made much easier by the inclusion of gear archetypes that are supposed to make the culling easier. I found a pair of rogue gloves early on in my endgame grind that were just flat out better than anything else the other types could provide, even though I should’ve rightly been using bruiser or heavy gear. Towards the end I was just looking for gear that appeared to be as good or better than what I was currently using and then saw if equipping it upped my character sheet DPS. A blunt tool, to be sure, but comparisons beyond that just aren’t really feasible.

It doesn’t help that the crafting system is pretty much useless, allowing you to reroll or add random attributes to your gear. Gems are also somewhat moot as you can’t combine lower tier gems to higher tier ones and the effects they provide are minimal at best. Not having a comprehensive crafting system isn’t really a major issue but it does mean that there’s really only one path for progression in the end game and that’s to grind, grind away at those dungeons. For some this is probably exactly what they want but for me? I’d kind of like the option of doing something else with my overflowing pack of loot other than vendoring it all. That or some semi-meaningful goal to grind towards.

All this taken together you’d think that I was somewhat dour on the whole Wolcen experience but apart from the last couple hours I actually really enjoyed it. Tooling around in the campaign was always fun, especially when I teamed up with my mate and we had stupid banter over the dialogue whilst we waited for the next quest step to appear. With loot being so plentiful too it was a no-brainer to share everything as well and the game’s catch up mechanics made questing with my much higher level mate very much worth it for both of us. It’s just that it feels like there’s an expiry date on the experience as once you hit a certain point with the game there’s likely not going to be much going back to it. This was much the same as Diablo III for me as whilst I spent a good lot of hours in it initially after hitting Inferno 1 and seeing the grind ahead I just decided to call it quits. I think I’ve only been back a couple times since.

There’s no denying that Wolcen was a buggy mess during its 1.0 week. For the first few days my group of mates and I would routinely get put on servers all the way around the globe which led to a less than stellar experience, even at 180ms ping. There were also the raft of issues around joining games in progress, how quest progress was handled and just a general set of problems that could only be ascribed to launch week teething issues. To be sure a lot of these got better but for one of my mates the game remained unplayable for a week and when it was useable he’d frequently crash if he used certain skills. Right now though the game seems to be in a good spot so if the initial negative press put you off it might be time to revisit it.

The world and story of Wolcen is certainly interesting although it is somewhat predictable given its use of the standard tropes for many of the game’s protagonists and their motivations. The whole thing is predicated on the big bag thing coming to town and you doing everything you can to stop it. There’s definitely more of this world to explore and I can definitely see myself coming back if they drop any story content in the near future. However for this particular instalment it’s decidedly middle of the road but hey, at least you’re not going to be playing this for the narrative right?

Wolcen: Lords of Mayhem is an extremely well thought out arpg, taking inspiration from all the right places and then applying their own brand of creativity to provide a game experience that’s quite different to what you’d expect from a run of the mill Diablo clone. The game’s initial teething issues appear to be sorted out for now and hopefully, if you’d decided to give it a miss because of that, this review can convince you that it’s still worth a look in. You might not sink as many hours as you did in Diablo or Path of Exile but it’s still something to tide you over until Diablo 4 releases sometime this year.

Rating: 8.75/10

Wolcen: Lords of Mayhem is available on PC right now for $56.95. Total playtime was 18 hours with 36% of the achievements unlocked.

AMID EVIL: Back to the Present.

Reviving the old school 3D shooters simply can’t be done. Pixel art adventure games, point and click stories even old school styled platformers still seem to be able to work and be innovative in this modern day. Shooters in the vein of the original Quake or Duke3D however have just never really been that great, with notable examples like the Rise of the Triad¹ reboot and the recent Kickstarter disappointment STRAFE. I had thought that AMID EVIL might be different in that regard, seemingly having some small influences from the modern day in it, but they are unfortunately not enough to save the dreary and simplistic combat that was the 3D shooters of old. So I don’t blame the developers for the game they’ve created, no it is the idea that these kinds of games are still good when they are simply not.

Each level of AMID EVIL has its own little story, told through little nuggets of text that are scribed on the walls. It’s nothing particularly deep or meaningful, mostly just a kind of flavour text that gives you some insight into the various enemy types and the boss of the particular level. There might be more to it but honestly I don’t think it’s worth chasing down. If the devs really wanted you to engage with the story they would’ve done something more with it like, say, voice the lines or something like that. Still you’re not going to be playing AMID EVIL for the story so I’m not going to count that against it too heavily.

The graphics try to strike a balance between being old school and modern which makes it end up feeling more dated than anything else. The old school style UI elements overlaid on a low poly environment that has decidedly modern lighting effects removes any illusion that this was an old school game that never saw the light of day. Instead you know that it’s a modern engine (Unreal 4, although that’s easy enough to tell from the way it handles specularity) and it’s been implemented deliberately this way. If you’re trying to make me think I’m playing an old school game then you’d better try your darndest to avoid any cues that remind me I’m playing this in 2019.

As you’d expect the combat is pretty straightforward, you’ve got half a dozen weapons each of which is reminiscent of similar archetypes from games of yesteryear. AMID EVIL’s spin on the traditional shooter mechanics is the overdrive system whereby each enemy you kill fills up a meter that, when unleashed, changes the secondary fire of each of the weapons into a horrendously overpowered version of itself until the meter runs dry. That’s fun enough although after a while you’ll find yourself saving it up “just in case” and then find yourself rarely needing to use it at all.

Each episode has different enemies but they’re dumb as rocks, walking directly at you for the most part and not having more than a couple different attacks. The old circle strafe strategy works far too well here which, depending on what you’re looking for here, is either an extremely faithful rendition of what these old school shooters were like or simply a lazy way of implementing an AI. The bosses do exhibit some more novel behaviour but even then it only took me a couple tries to get past the first boss, his only real challenge being that you needed to DPS him as fast as you could before he had a chance to fill up the room with thousands of projectiles for you to dodge.

Similarly the game also has many opportunities for emergent gameplay, some of which are fun but others are clearly not intended by the developers. Like the games it’s inspired by quite often you can skip large parts of levels or find secrets by exploiting parts of the geometry. Indeed there were a couple sections with certain kinds of angles that allowed you to jump off them when you clearly weren’t supposed to be able to do so. Again if you truly are seeking an experience like the shooters of old then that’s going to be what you’re after but frankly I’ve come to appreciate my games working as intended more than I have come to want to exploit them. I leave all that up to the speedrunners.

Depending on which side of the fence you’re on you’ll either love AMID EVIL for its rather faithful recreation of the shooters of the early 90s or hate it for the exact same reason. If it isn’t already painfully clear I’m very much in the later camp, not really finding any enjoyment in revisiting that part of my gaming history. You might be different however, as are numerous people over on the Steam page who are loving the experience that AMID EVIL provides. So if all the issues I’ve been bellyaching about sound like a good time for you then please, be my guest, but don’t say I didn’t warn you.

Rating: 5.0/10

AMID EVIL is available on PC and Nintendo Switch right now for $28.95. Game was played on the PC with a total of 68 minutes play time and 22% of the achievements unlocked.

¹ Upon reading the Steam page I see that the people behind this are also the ones behind the Rise of the Triad reboot. I really should have read further before I hit the buy button…

World of Warcraft: Legion: We Meet Again, Old Friend.

There’s nothing like a World of Warcraft expansion to instil feelings of both excitement and dread. My long and sordid history with the venerable MMORPG has been well chronicled here over the years and, whilst I very much enjoy revisiting this world, it’s always something of a bittersweet reunion. Thankfully these days I know my time with World of Warcraft is limited and thus I endeavour to make the most of it before I move onto greener pastures. The developers over at Blizzard seem to be well aware of this fact and every expansion seems to cater more and more for players like myself; the ones who want the full experience but rarely have the time to commit to it like they used to. Legion, the latest expansion for World of Warcraft, is no exception to this and the few weeks I’ve spent with it post launch have been some of the most enjoyable I’ve ever had.

That’s saying something for a game that’s now over 12 years old.

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Legion takes place 2 years after the events of Warlords of Draenor and sees you returning to Azeroth. Guldan, after the defeat of Archimonde at Hellfire Citadel, has returned to the Broken Isles to open up yet another dark portal to allow the Legion to invade, this time at a scale to rival the War of the Ancients which raged some 1000 years prior. Your quest, as the champion of your chosen faction, is to travel to the Broken Isles and master the numerous artefacts of power that lay within there in order to defeat the Legion once again.

The graphics have definitely had a bump up from the previous expansion with the environments being far more detailed, the weather systems more varied and the number of graphical options available for you to tweak bumped up significantly. The engine is starting to show its age however, not being able to make use of the full amount of grunt my PC has available even when the frame rates start to drop. In the past this wouldn’t have been too noticeable but with my 144Hz, G-Sync enabled monitor any drop below 60fps is readily noticeable. I’ve managed to get it running reasonably well after tweaking numerous settings however when there’s no frame rate difference between 2xMSAA and 4xMSAA I know there’s some optimisation issues at play.  There’s also a rather weird bug that sometimes creeps up whereby I can’t run in 144Hz mode in fullscreen windowed, usually necessitating a restart of the client to fix it. Overall though it’s still a great visual experience, even if I spent more time in the config menus than I thought was appropriate.

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Legion takes many of the core ideals from Warlords of Draenor and streamlines them significantly whilst also adding in a few more changes of its own. The garrison system has been revamped and stripped down into the far more manageable class Order Hall which functions both as your base of operations and a good source of character progression. To replace what was lost by the garrison system Legion introduces World Quests, essentially randomly spawning quests that occur all over the Broken Isles that reward all sorts of loot, faction reputation and resources for your Order Hall. Weapons will no longer drop from any mobs in Legion, instead you are gifted with an artefact weapon to suit your character’s talent specialisation (in my case, the GODDAMN ASHBRINGER!!!!) which will grow with you as you play. Professions have also been given a revamp, now requiring much more investment in time completing quests rather than grinding out materials and items that will be destroyed or vendored. At its core though Legion remains true to its World of Warcraft roots and the fundamentals will be familiar to long time veterans of this game.

Combat, by and large, feels the same as it always has. Before I really got started with my Paladin I spent a good chunk of time researching which talents to go for, what the rotations are and what gear I should be looking out for. Upon logging in I was greeted with the usual cacophony of out of date interface add-ons, skills which no longer existed still hanging around on my action bars and all my macros no longer working. It didn’t take long to work everything out and the result was, once again, a very slimmed down action bar. Whilst I always enjoy levelling as Retribution it quickly becomes clear that it’s not a top tier spec anymore and so halfway through I switched to Protection. Since then I’ve quite enjoyed being able to pull numerous mobs, easily soloing up to half a dozen or more without having to break out one of my longer duration cooldowns. Tanking in dungeons feels largely the same too although it seems like I’ve lost some of the more medium-length cooldowns that I used to have, ones that would get used for those rotational boss abilities that would otherwise require a lot of healing to live through. Indeed I’m no longer the self-healing god I used to be which I think is good given the fact that I could sometimes go entire boss fights without needing a healer. All in all it feels much the same, just a little more streamlined.

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The World Quest system is probably my favourite addition in Legion as it provides a relatively steady, predictable source of gear upgrades if you’re willing to put in an hour or so per day. I have to admit that initially I cracked and bought a few items from the auction house to step up my ilvls a couple notches only to quickly replace them over the next few days. After running only a couple heroics and a single mythic dungeon I find myself at a healthy 839 ilvl, more than enough to tank the upcoming raid. Casting my mind back to Draenor this was most certainly not the case, with a solid month of grinding just barely enough to get me ready for the LFR version of the raids. The upgrades have, of course, started to slow down but that’s allowed me to focus on other areas of advancement. Thankfully the potential month between gear upgrades that I faced back when I was playing Draenor seems to be a thing of the past although I am now placing my faith in RNGJesus to give me the upgrade quests I desire.

The Order Hall system is really quite fantastic, giving you meaningful and tangible progression at every stage through the levelling process and beyond. Gone are the days where I’d have to spend an hour or two getting my garrison affairs in order before I could step out into the wider world. Instead it’s a quick trip to make sure everything is chugging along (even using the app if I don’t want to login that day) before I head out to complete my world quests for the day. Even better is the fact that there’s catchup mechanisms in place if you decide to leave World of Warcraft for a while, meaning players like me could still be competitive even after taking an extended break. It’s a possibility I really hadn’t considered in any other expansion before and Legion may be the first to bring me back before another expansion comes out.

The artefact weapons are great, giving plebs like me the feeling that I really have something truly powerful that doesn’t require months of grinding raids hoping for that one damn drop. Indeed after I came back I realised that I was still sporting a blue shield despite the numerous raids and dungeons I had completed in the previous expansion. Now I have a well levelled Truthguard filled to the brim with relics that bolster my character even further. My Ashbringer might be sitting in my bags, horribly disused now, but I can’t tell you how damn cool it was to finally have such a legendary weapon in my hands after lusting after it for so long. Indeed it was one of the few reasons I kept playing through the torturous hell that was original Naxramas, hoping beyond hope that I might get a Corrupted Ashbringer that one day might turn into the venerable weapon of World of Warcraft lore.

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Legion predictably suffers from launch day issues (although thankfully most are resolved now) but the game client does still have some perplexing issues that don’t have a clear solution in sight. For instance Legion seems to load most assets incredibly slowly, even on my RAID10 array which is capable of some pretty high bandwidth. This has led to some interesting situations where all I can see is the ground plane and nothing else, sometimes up to 10 minutes at a time. Crashes are thankfully few and far between however, although I would recommend against changing settings whilst something is happening on screen (like say riding a griffon to the next flight point). I mentioned the optimisation issues previously and I think they bear mentioning again as, really, a game like this should not struggle on my i7-5820K lavished with 32GB RAM and a GTX970 powering it. Perhaps there’s a setting or two I’ve missed which is causing my grief but it’s not obvious as to what it is.

Legion’s story is your typical World of Warcraft affair, great if you know much of the lore that proceeds it and downright confusing if you don’t. The trash quests are barely worth reading as they’re all some simple premise that will require you to do X thing Y times for a reward. The larger story arcs are more interesting, like the Paladin order hall campaign which sees you travel to Exodar and the Priests’ order hall, being engaging enough to keep you going but little beyond that. If you’re already deep into the World of Warcraft lore then there’s going to be a lot to love but otherwise there might not be much for you. Not that many of us need much motivation to go and grind relentlessly for purples, however.

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World of Warcraft: Legion is everything I’ve come to expect from Blizzard’s expansions. The core game remains mostly the same, keeping the winning formula that has seen World of Warcraft remain the king of MMORPGs for so many years. The new Order Hall and World Quest mechanics completely pander to players like myself, giving us easy progression paths that don’t necessarily require the giant time sink that they used to. The biggest let downs are in the sub-par optimisation of the now decade+ old engine and the so-so story but neither of these things really comes as a surprise to a veteran player like myself. Still I’ve very much enjoyed my time with Legion and will likely hang around to complete the newly released dungeon a couple times before I call it quits once again.

World of Warcraft: Legion is available on PC right now for $69.95. Total play time was approximately 36 hours at 110 achieving an ilvl of 839.