Soooo….

Did you play in the Diablo 3 open beta this weekend?

Yes? You did? Along with every other anxious fan-boy (myself included!)?

Well great! It was fun wasn’t it? I know I enjoyed my time, it’s a great franchise.

While you’re thinking of the game, I’d like to point you to something you may not have been aware of. Path of Exile. It’s like Diablo 2 with a dash of the FFX sphere grid-thingie. Lots of fun, and a cool little caveat. F2P. Technically still in beta, but you can pay $10 to get a permanent spot in the beta’s and the equivalent shop “points”. I like to think of it as a $10 game, much like I did with Tribes: Ascend.

It’s good fun. Think of how much Blizzard removed in terms of personal class customization from the Diablo franchise, and then reverse the concept, and that’s how many options you have in PoE. Seriously, look at the skill tree. It’s ridiculous.

Sequel to the Original

ImageJust before the start of 2012, I got an invite into the “beta” for DotA 2. As you can probably guess, I was quite excited. I played the original DotA via Warcraft 3 more than I would care to admit, and had recently been immersing myself into its spiritual successor LoL (sorry, never actually tried HoN). LoL is a fabulous game, it’s fun, it’s competitive, and it has a lot of light, whimsical aspects that keep it from being some oppressive entity. DotA 2 feels, in many ways like a different game from LoL. Which fits, since it is, you know, a different game. I can boil down the differences between the two in one word: Unforgiving.

DotA 2 is definitely for the far more hardcore player-base. There is no going to a lane, and auto-attacking creeps to get the kills and push the tower. Though that still happens in a general sort of overview.  Where in LoL, focusing on last-hits is something you find in ranked games, and is ignored in every single PUG game I’ve played (ever), auto-attacking in a lane is almost sure to generate a comment every time in DotA 2.

Of course, you also have the return of denies.

Oh, sweet, sweet denies, how I have missed you. If you missed the original, in DotA you could attack your own units, your own towers, even your fellow teammates. What that lead to, is a strategy of denying kills. When you kill your own unit, it stops the gold for the kill from being divided to the opponent AND the miss out on the experience from its death. This can add up very quickly. A person who is good at denying creeps, especially in the early game, can easily create a level plus gap between themself and their lane opponent. It hurts to receive, and makes you laugh with glee when you accomplish it.

Level gaps are hard to overcome, and the gold gap is just as unforgiving. One big contributor makes the situation even more desperate than any other MOBA I have played: when you die, you lose gold. Significantly. So, if your opponent is denying you hard, uses their advantage to jump you in an unforgiving moment, you get to sit there dead not gaining any experience, and weep a little inside as the stockpile of gold you had been saving just dropped faster than the U.S. employment rate. Poor play is rewarded brutally and is very unforgiving. What can seem like a simple mistake can quickly cascade into catastrophic failure.

You may be thinking to yourself how terrible this makes the game sound, but it doesn’t. In fact, just the opposite. I’ve been going to DotA 2 nearly every time I would have gone to LoL in the past. It’s eating up the majority of my gaming time this month, and poor Skyrim has been feeling ignored because of it. If you enjoyed the original DotA, you will love the hell out of this. If you get easily frustrated, your beginning here will be painful. The learning curve for those new to the genre is tremendous, and becomes shallower the closer you move to DotA familiarity. Even I had to get back in the groove so to speak, and remember how different the gameplay is, and what gear does what.

Of course, it has some issues, every game does. But nothing that seems game-breaking. The progression system isn’t involved yet, and I haven’t found a good reporting system. A lot of the heroes aren’t implemented yet (Phantom Lancer, k thx?), but there is a very robust selection available. I feel as if the UI, and particularly the item shop could use a bit of tweaking to fine-tune and smooth out the experience, but overall, it gets my rocks off.

Not sure what else there is to say about it.

Something there that wasn’t there before

Image

I'm a dad, I play disney for my daughter in the car. She loves it. Get over it.

As I’m sure you’re all aware, last night was the opening of the open Beta for Rift. You may also recall my relatively luke-warm reception of the game. I’ve said it elsewhere, but I can’t recall if I explicitly stated it here, I had zero intention of playing the game at launch, or after launch. It was a good, clean, crisp, well polished rehashing of everything I’ve done in the past in every other themepark fantasy game. My excito-meter wasn’t exactly breaking the glass. In fact, I hadn’t even played any of the close beta’s beyond the third when I made my UI video, my disinterest was that low.

Last night, saw me in the game. A strange confluence of events left me with no other outlet of MMO-dom. Both EVE and CoH had patches to download that required a whole 10s of minutes, and I’m damned if I’m going to wait around that long to play a game. My wife was happily dominating time on our PS3, playing the copy of Katamari Forever I got for her birthday. WAR, I found out, my subscription had ended, and I didn’t feel a particular urge to re-up, as I hadn’t even played in a number of weeks, and couldn’t recall when my sub had actually expired (I’ll revisit this later).  So, I looked at my Rift icon, thought, what the heck, I’ll start the patcher and see which game wins in the patch-race.

Rift finished first.

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Rift UI Elements

Here’s a short video I did from the Rift beta event #3. In it, I go over most of the UI elements of the game, and talk a bit about how the work, and the value of each. Trion did a great job of taking a lot of ideas and implemented concepts from various MMOs and integrating them into their game. Of particular note, is the customization of the UI layout they took from WAR. Too frequently, that aspect of Warhammer is overlooked, which is a shame, as the UI developed by Mythic is what I consider to be one of its largest achievements when they developed the game.

Follow the break for the video.

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00:00:30:00 and counting

ImageI have 30 minutes left to go home.

It’s not often that I find myself chomping at the bit to get out of the office. No, wait, that’s TOTALLY a lie. I’m ALWAYS chomping at the bit to leave this God-forsaken hell-hole that passes for an office. HOWEVER – it’s not often that I’m also a total space cadet toward the end of the day, and edge my door to near fully closed, leaving but a sliver of hallway light into my room, granting me virtual complete privacy. Said privacy is even more complete thanks to the holidays and me being one of two people in my wing of the office.

I now have 27 minutes left to go home.

I’m partially jazzed to get out of here because the Rifts third beta started today, and I’m wanting to give it a try. I’ve read it this elsewhere, but as a game, this things didn’t really seem to be heavily on my radar. I was mostly disinterested with it, as at first glom it appeared to be little more than a petrified WoW rehash. Yet, I have to admit, the level of reported polish has me intrigued, and beta test numbre trois being focused on the PvP aspects of the game, well, it seemed like a good chance for me to give it a go.

I don’t have any real expectations, or knowledge even, going into this testing phase. I’ve been mostly ambivalent to this games production, so there’s no strength of motivation for me in terms of comparison. I’m hoping that makes me a relatively good candidate for testing. The cynic in me says, “Ha! Testing? Hog-wash! This is just another developers pre-release, selective hype distribution, you silly naiveté!”. The cynic in me is oddly mild with his language. And while my inner cynic may be right, others have also said that Trion Worlds has actually made considerable improvements between testing phases, and seems to be related to feedback from the events.

There are now 20 minutes on the clock till my freedom.

So, I’m left wondering, what is this development studio like? I know it has industry people from a slew of games from Lord of the Rings Online to Warhammer (including Adam Gershowitz, whom I and a large host of the SW community was less than gentle about calling out for blunders). So, with a diverse pool of talent like that, what do those different waters bring together? Also, their site claims ingenuity and innovation in the standard location that calls for commercial buzzwords, but players have said that many systems feel “just” iterative, and not ground breaking.

Iteration isn’t a bad thing though. Iteration can mean refinement, polish, and completion. Building up from an already laid foundation is easier than laying one yourself. More than just using the ideas from elsewhere, the concepts used to implement them can be seen in action and evolved from, so there is less process in making it, and more time spent making it right. That’s the heart of iteration and design. You might say design IS iteration.

Fifteen (15) minutes are all that remain, slowly ticking out the seconds till I put on my coat, and leave.

So, with a development studio that is hopefully focusing on iteration, and have the experience working on all those various systems from different projects, will the genre finally see an incredibly polished game at launch? Despite what many say now, Warhammer was a fairly well polished game upon release. Servers stayed up almost the whole time, the dreaded word “rollbacks” were never uttered since the game started, and the client itself was mostly stable at first. But even then, the game had bugs that were frustratingly huge to some players, and many look back now, and declare anathema on the game for what they perceived as unforgivable broken-ness. So will Trion be the game to break that mold? A year from now, will people look back and say – “RIFT was incredible at launch. I’m not playing it now because it just wasn’t a good fit for me”, or something similar?

The genre as a whole has needed something like that for a long time. I think that we as players have been conditioned to accept substandard products and releases from development studios for a long time. I just don’t know if that’s because we’re too demanding for release schedules, or because it’s just impossible to TRULY do all the ironing necessary with a limited test population and play hours. Having 250 people play the game for 5 hours a day, for five days 6,250 play hours. Compare that to 50,000 people playing a game for 3 hours a day, for 5 days straight (750,000 play hours). The difference is monumental, and bound to find more problems. Perhaps the testing cycle needs to be opened up for pre-release betas. I think it was Mark Jacobs that said (paraphrased), “The more time spent in beta testing the better a game will be…”, and I think it may be as simple as having gamers rampage through your world for a while and break shit left and right.

In any matter, I now have four minutes left to post this, close down my computer and get out of here. Have a good night one and all!

Real Ultimate Power

supremepowerNo, not what you’re thinking (old internet memes ftw).

Last night was the last night of the open beta for Champions Online, and they decided to give us all a taste of what capped level characters felt like, and the taste was powerful. To get this supreme power, they placed an NPC that auto-leveled you up once you talked to them in Millennium City. Of course, all this new-found power couldn’t go to waste, so they let us cut our teeth on some powerful villains.

Destroids had invaded the city. Every where you looked, 4 story tall robots that reminded me of sentinels constructed by a drunk Master Mold, roamed the streets. Cosmic was their challenge ratings, and everyone threw all they had against them. A good twenty people in one small area using every beautiful power they had, all at the same time, and I finally felt a bit of lag. Well, more than a little bit, it was a bit rough, but I kind of expected that. The powers in this game are graphically intense. Shell casings and tracer rounds show up, visual distortions in the air, like heat waves, when some TK powers are used, and a host of other tiny details really eat up system resources. It’s kind of nice to realize my computer handled it well, but it was the server that seemed to be lagging more than anything else from so many people doing so many things in one spot, at once.

It was pretty fun, and I’m definitely going to be buying the 6 month subscription, and look forward to getting to play the game once the world is birthed.

It has come

humina-humina

I take back everything I said about Superman, ever.

NDA has been lifted and Open Beta has started. I have two agonizingly-long hours head of me in the office before I can rush home and jump into the beta. I’m subsiding on the scraps I can dig up around the internet, while completely killing any productivity I may have today. It’s like March Madness for comic-book nerds.

So, hopefully I can get some play time in tonight, I’ll try to take a ton of screenshots and plaster this site with as much 4-color, comic book goodness I can find. I’ll see you all when I have more to say and am not bouncing with anticipation.

Until then good people!

Super-sized slew of stuff

SuperSizeMeChampions Online has been continuing it’s measured pace up to launch, letting out info every day in preparation for the Open Beta. Different power sets, written lore-based fiction, interviews, and a gaggle of other items. Yesterday was a particularly busy day it seems, and they dropped a lot on our laps, including a timeline of operations to launch. I’m excited to see that I’ll get to play from the time I get home from work, to the time my head hits the pillow if I so desire. This will give me plenty of time to go through the character creator, and get the look for my characters nailed down just right.

One particular note worthy of mention as well, was the revelation (to me) that the head-start players (myself included) will get to find unique drops from enemies during our advanced access. It’s an interesting way of rewarding player above and beyond for the faith they show in a game like this. I am just damn appreciative of any developer that shows it’s customers that it cares.

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One week

calendarIn one week, the Champions Online open beta starts. I know I have my keys from pre-order already input, and I’m waiting eagerly to get my hands on this game. I’m really hoping for a fun, exciting game that provides a hint of the action gameplay that I’m craving. Some of the tombs for Land of the Dead gave me a glimmer of how fun that can be in an MMO, and I really wish that CO is able to realize that idea more completely. Platforming around an area, shooting the shit out of stuff, adrenaline pumping, because a fall means death, is the kind of stuff I’m looking for in PvE.

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Whatcha wanna see?

Like Werit, I’ll be playing some Aion this weekend in the beta. Like Werit, if anyone reads this and wants to see anything in particular, let me know. The beta event only goes to level 20 this weekend, so no Abyss and PvP goodness, but anything else I’d be more than happy to capture and put up. Let me know via comments or email. Twitter would be the last way, I’m very, very bad about keeping up with my tweets. (cool lingo useage: check!)

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