Vacation’s Over

Two weeks passed by in a flash.  One of the hottest flashes in a long while I may add.  Nearly every day was in the mid 30s (mid 90s for the imperials), with a few bit more in humidity.  The water was a full 5 degrees (10) warmer than it should be… to the point where it stopped being refreshing and you just felt more wet.  So bring out the parasol, put a chair in the sand, and take out a beer.

We have a cottage on the lake/river, so there’s always a breeze, a good spot to swim, and some decent fishing.  If I recall, we were 25 for the Canada Day festivities, over 4 days.  Lots of fun, but very busy.  Wife did a bang up job organizing a lot of that.  From that point on, it was relax mode with a few visitors here and there.  It’s just nice to get away from the city, the worries of work, and spent a huge chunk of time with the family.  Can never get more time, right?

Side note, I was linked to from the MOP’s Global Chat for my post on a Legion retrospective. Summer months are usually pretty slow, so that spike was interesting to see.

Related the BfA pre-patch it due on Tuesday, giving a month until the next expansion.  I am of the ever growing opinion that Legion will be looked back upon as WoW 2.0, mainly due to the lack of system changes found in BfA.  Instead, the expansion is adding to existing systems (races, PvP, modified artifacts, modified legendaries).  Legion was like a “best of” run, with all the major characters present, and the closure of a story arc that started in 2002.  Now we’ll move into the Void Lords domain…

Time to get back to it!

 

 

Betas, Early Access, & Persistence

Isey has been “beta testing” the online MTG game.  It sounds fun, if complex.  My issue here is persistence.

Back in the day, betas were actually betas.  They were for testing bugs, and some final polish.  There were regular resets, and there were testing templates.  Sure, you put in time, but only a portion of that was ever lost.  The resets were frequent enough that you never acquired a mountain of investment, and resets often provided you with a quick path to return to the previous point.

I remind folks of the EQTest debacle from many years ago as a core point to this. EQTest was an Everquest server that was essentially client testing – people were there to test patches.  It had permanence.  If you ever played EQ, then getting to the end game was a month’s long investment of time.  EQTest, rather than provide testing templates, simply never wiped anything.  A few times they did, but provided a migration mechanism to restore progress. Until they stopped doing that, and EQTest players went bonkers.  SWTOR had a similar issue with their test server if I recall…

Still, I think it’s fairly self-evident that if the goal of testing is to test X, then you want to get X in front of as many people as possible.

Today

I have a level of despise for beta and early access that borders on old man syndrome. In 50% of cases today, it’s just presales.  In the other 50% it’s an actual launch, but with a promise that they will deliver functionality at a later date.  Fine.  Some people can’t help themselves and they’ll fork over money on a promise.  That’s how kickstarter work after all.  I mean, how many EQNext/Landmarks do you need before you get a “success” like PUBG (which still is not optimized)?

The kink here is that some games claim persistence, and that the step between beta and live is a wipe.  That part actually makes sense.  It’s the overall concept of persistence & investment versus the length between wipes.

Let’s say a game is ranked based.  Ranks are acquired through a lot of play.  Beta is designed to test that ranks work.  People gain experience in game, and out of the game – they become more proficient.  If the lack of wipes is long, then people get invested in that rank.  The concept works on live, under the name “seasons”.  It works because it doesn’t erase the previous season, it doesn’t repeat it, it adds something new.  The difference between beta and live doesn’t exist.  What you did in beta, you have to repeat in nearly the exact same way, for the same rewards you already had.

Let’s say a game has an interaction between real money and RNG, in that you spend money for the chance at a power increase.  All card games are like this.  You could spend a lot of money / time getting the right RNG to land to build something you like.  Then it’s gone, and you need to do it again (and get lucky again) on live.  It doesn’t really matter if they credit the expense, you aren’t buying the actual items, just the chance at items.

Then there are games that mix both together.  You pay money to get a hero, and then need to level that hero.  The sense of investment is even higher.  Which is honestly ironic, given that if people calculated how much they get paid per hour, and the hours of investment in a game… that’s the real exchange.

Forward

I see this model getting worse.  As much as it benefits the developers, it is often a detractor to the progress of the actual game.  Players lose time invested, but that’s actually part of the deal of beta testing.  It’s the game that suffers for multiple reasons.

  • The negative feedback from players when the wipe does occur
  • The lack of actual testing of mechanics and feedback
  • The lack of testing the progress systems due to lack of wipes
  • The false positive feedback system that focuses feedback on the last mile, rather than the underlying mechanics.  (e.g. this change provided more money, let’s do it again)
  • The lack of change control as players assume it’s “live” (e.g. the now-now-now mentality)
  • The lack of retention after live, which is a death knell for multiplayer games
  • Public betas for long durations are invitations for copycats, that can do it better as they don’t have a player base to support

I’m thinking the beta / early access moniker needs to have an expiry date.  It can’t last for more than 3 months, then it needs to either shut down access for a week & wipe, or go live.  Long public betas of neat ideas are going to crash and burn, as the industry is built on the concept of copying other games and tweaking some small bits.

I don’t think player behaviors are going to change.  The masses are by definition too dumb to think for themselves.  They will devour on thing, move onto the next, and don’t really care what the overall implications are.  They just want to be part of the bigger group.  That’s fine, games are there as entertainment and few people want to think as part of entertainment.

My gut is that the industry is going to chew up all the little guys in this particular model, and a new funding/player model will take it’s place with some indy developers.  Small MOBAs are gone.  The BR craze is just starting, so we have a year or two of that to see it burn up.  Funding the next big thing…that will be fun to watch.

Westworld – Passenger

Season 2 is over.  I had already made a post on the rest of the season, and honestly this single episode is different enough to merit it’s own topic.

*Spoilers ahoy*

 

This episode covers 3 characters – Delores, Bernard, and the MiB.

Delores has been a 1 note character all season.  Hell bent on killing everything, without any motive anchored in reason.  Even once she reaches the forge, it still is not clear what her motivations actually are, aside from reaching the “real world”.  Fine, but why kill everything, including hosts, to get there?  It’s psychotic and hard to follow.

Bernard remains the audience proxy and comes to his own awakening. That part works.  He shoots Delores dead, then resurrects her in Hale’s body, then gets killed by Delores, then resurrected by Delores.  It feels more like a Magneto vs Xavier battle, but without any actual stakes.   The setup at the end makes for an interesting concept for Season 3, but honestly, it feels like the story is done now.

The MiB’s continuous questioning of his real-ness.  He is the embodiment of evil, betraying everyone, all the time.  At least Loki had some redeemable qualities, MiB has none.  I was hoping that he would either grow, or encounter some epiphany, or some secret.  Nothing.  In fact, the logic break for the Forge/post-credits seems to break the rest of the logic the episode tries to hold.

Side Characters

Sizemore’s hero death isn’t earned.  He’s a coward the entire season, makes horrible decisions, and could have bought much more time for Maeve by not getting shot to bits.

Maeve & possse death’s do feel earned.  The quest for her daughter works, and the sacrifices everyone puts in to complete this quest works.  Clementine as a pale horse rider is super thick in allegory and provides some closure to her arc.  What sucks from a a character perspective is that they are going to resurrect Maeve again, for no other reason than the character is the main reason people followed this season.

Elsie dies.  It was nice to see her grow and see the grey in the world.  Her death was poignant and triggered Bernard’s growth.

Stubbs is prescient and 90% a host himself.  That he can tell that Delores is in Hale’s body is a nice stretch of the imagination.  It’s too bad that the character couldn’t have been developed more this season.  And since Season 3 is outside the park, his character is pretty much done with.

Akecheta finds the mystical door, to an eden for hosts without bodies.  Delores manages to move that eden to a place that humans can’t touch or find (???).  I get the Eden aspect, where hosts can live their own lives.  But Delores does say it best – it’s just a better cage unless they have the ability to leave it.

Delos / Logan works.  Their characters are good exposition for the fundamental questions of season 2.  The Forge/Logan/Architect exposition is a bit forced, but succinctly closes the various open threads over 2 seasons.

Timelines

The mess of the 4 timelines is closed finally.  The shell game of Bernard/Ford of setting up an ending, but applying a twist within is fun to watch and decode.  Aside from the MiB questions, the other threads have a logical link across timelines, and there are no large contradictory elements.

And really, half of this season has been about figuring out how the various timelines interact and set each other up.  To have closure on it, and confirm various theories was fun.  The last scenes between Bernard and Delores feel earned, considering the twists encountered.

Overall

I think that season 2 was weaker than the first.  There was too much stretch and not enough growth for the characters (Bernard excepted).  Cutting at least 3 episodes would have provided more strength to the story – in particular the side trip to Samurai World.

The overall concept and fundamental trick of turning humans into hosts was a neat idea.  It made me question who was human and who was a host.  I was hoping for at least one to be found within the 4 timelines – instead we get to see the MiB what seems to be 20 years later as a host.  Makes it seem like all of Season 2, at least from his perspective, was a simulation.

It’s still some of the best sci-fi around, it just needs to focus less on the goal and more on the journey.  Akecheta should be seen as the real gem of the season.  Hopeful that season 3 focuses more on that aspect.

 

WoW Legion Retrospective

With Legion coming to a close, let’s take a look back.

Launch

Relatively pain free as launches go.  Zones and dungeons were all working well.  There were a lot of good changes at launch for quality of life.

  • Transmog:Appearances to help people sort out their looks
  • Up to 5 players can tap an open mob, making world quests a lot more pleasant
  • A simplification of stats (spirit, armor, multistrike, spell power were removed)
  • Re-specing out in the wild for free
  • Removal of glyphs
  • Max gold increased to 9,999,999
  • Max characters per realm upped to 12

The scaled content was well balanced in Legion zones, and made each area fairly similar in terms of challenge.  The loss (for some) of flying for leveling was offset with the flightmaster’s whistle.  The emissary quests were a good way to compensate for dailies, and there was always something to do when you logged on.  Small shout to the hookshot ability.  I found that to be a super tool.

The dungeons provided were all quite good, though Maw of Souls, Eye of Azshara, Vault of Wardens, and Halls of Valor were the ones that worked best for me.

7.1

We got Karazhan, Trial of Valor, Suramar Part 2 (Nighthold), more world quests – and Falcosaurs.  For a small patch, it did delivery some nice things.  It was nice to revisit Kara…and the nightmares of TBC.

7.2

This was a big one.  Broken Shores was launched, which brought new dungeons and a raid, demon assaults, class mounts, flying (!!), class hall upgrades (and followers), and pet battle dungeons.  It was a surprising amount of content for a patch.

7.3

Argus.  Which I would argue is a refinement of the Timeless Isle mechanics and lessons learned from the Broken Shore.  Invasion points worked for me.  99% of Argus as a quest / lore location worked for me.  The closure of the Burning Legion saga was really nice to see through.  The downside I have for Argus is that flying was removed for that zone.  The teleporters certainly helped, and trash was well spread out, so not too bad in the end.  Plus, it rained purples.

Artifacts

Giving players weapons of supreme lore/power was neat.  A bit jumping the shark, as there’s nowhere but down to go from here.  The customization of passive talents was fun for the first bit.  The Artifact Knowledge gating mechanic (to make the weapons stronger) was broken, and dramatically rewarded grinding.  When class power is measured in Maw of Soul runs… there’s a problem. It also made off-spec work a real pain in the butt to manage.  It also made alts a whole lot less fun.

The appearances of each artifact worked for me.  Collecting them was a fun challenge.  For most classes at least.  Some were gated behind weekly bosses, which was pretty dumb.  Still, the concept of power and bonding to a weapon worked, and clearly the Azurite system is a reflection of that.

I will say that it’s going to be funny to be replacing something like Ashbringer with a green sword that drops from a spider.

Crafting

I liked the ranked concept of crafting.  I didn’t mind the quest gating too much, but some of it was annoying when forced to do high level dungeons on an alt. You needed to gear them, then boost their artifact, then quest, then do more quests.  It was too long, and provided minimal value for most.

I’m not surprised that First Aid is gone the way of the dodo.  I am surprised that Inscription has not been merged with Enchanting.

Class Halls

This was generally better than garrisons, as it wasn’t about micro-managing.  It was thematic, and provided a reason for class fantasy.  The follower quests were not fun.  I further dislikes quests/dungeons/raids being behind these gates.  It was a lot of busywork.

But if you ignore the followers, then the rest of the class halls worked.  The people within the halls, the various quests, or even just the hall itself – lore-nuts were ecstatic.

Suramar

This entire zone worked for me, end to end.  Parts were open, the city felt like a city, there were tough areas, the questing was solid… it just worked.  The central quest to restore the tree was fun.  The pet zombie scenario was fun.  The costume worked.

Mythic + Dungeons

I ran a few of the lower level ones.  I had some fun.  The additional constraints changed the thinking of how those were run, though in 90% of cases it was better to run with a pre-made group.  I am in the camp that thinks that this type of content will replace raids as the top tier activity.

Character Alts

It was bad in WoD, as the garrison work was character specific.  Once you put in the time, then it was a crazy amount of busy work to manage it, but provided an insane amount of gold-making opportunity.

Legion seemed to double down on that theory.  As mentioned, artefacts were a serious grind for one spec, let alone one character.  Throw in the legendary (with 4 item cap) that had a dramatic impact on playstyle and it compounded the frustration.  Suramar dungeons were also gated per character.

I get the concept, Blizz wants people to be invested in a single character.  Well, it’s 2018 and that mindset needs to be tweaked.  Put in roadbumps for alts… fine.  Bigger ones for optional branches, but the main power line should be streamlined.  I don’t think we’ll ever see FF14s system here, but there’s a middle ground to be had… something like Rift’s core classes, or SWTOR’s Legacy system.  At least something given that they want people to re-roll their characters for a new skin of the same class.

Overall

Aside from the penalties to alts, I think Legion delivered an amazing package.  The timing of content release was good, the content was relatively bug-free, the lore was solid, the flows inside each zone worked…it was all rather seamless.

And there seemed to always be something to do, a reason to log back on and achieve something.  At least for a good long while.  I’d guess retention here was much better than in previous expansions because of it.

#D3 – Season 14 – Greed

The thing about action RPGs is that the fun has to be in the moment to moment gameplay.  It’s not much different than a 1 armed bandit for the long haul, as you kill things for gear, to kill stronger things for better gear.  Many ARPGs struggle finding the balance of speed/power/fun.

Going to pick on Path of Exile for a second.  I really like the game’s flexibility, seasons, classes, crafting… pretty much every mechanic in the game works for me.  What doesn’t is the slow & muddy feel of combat in some areas.  Some zones really work well (the Ledge is a good example), while others feel too restrictive and repetitive.  I can put in a lot of time if I get a good string of zones/skills, but hitting a rough patch has me log off for a while.

I play D3 once a year it seems, though rarely for more than a couple weeks.  Typically at the start of season, or a large patch.  Season 14 has a neat buff of double goblins in the world.  The way loot drops work, it isn’t exactly a huge buff but there is always going to be that reaction when hearing the goblin laugh.  And who doesn’t want an extra free pull on the slots?

I’ve played all the classes, numerous times through.  There really isn’t anything “new” to be learned here.  There have been some tweaks to the numbers, but the skills generally all do the same.  A multi-shot DH from 3 years ago is pretty close to the same thing now.  I really like speed – so traditionally it was monk/WD for quick movement.  I decided to try the opposite and went with the Crusader – who is arguably the slowest bugger in the entire game (minus a specific build).

The leveling portion is pretty much the same as always.  Get Leoric’s Crown at the start, slot with a ruby, run Rifts until 70.  Considering WoW sells max level characters, I’m a bit surprised it doesn’t happen here.  It is a useless process in a season.  Maybe 2 hours the first go at it if you solo.  With a power level, it takes less than 10 minutes.

Haedrig’s Gift gets you 2/4 pieces of set armor very easily.  The last 2 pieces require you to craft/find some decent leveled gear, in particular a weapon.  I am still amazed at how dependent D3 is on the weapon slot.  Theoretically, you could see a weapon drop the second you hit 70, and never find a better one.  The power boost from a well-rolled weapon + ramaladadingdong’s gem slot dwarf any benefit from other pieces of gear (minus legendary bonus affixes).  Ah well.

So I’m a few hours in, trying to clear some stuff on T4, with a Crusader at paragon 50.  Let’s see how long this one lasts, shall we?  Likely not too long with the sun out, and a cold one waiting at the cottage…

Westworld Season 2: Penultimate

I’m an odd one in that I like to judge a series based on everything but the final episode.  Goes for seasons as well.  I find that often the final episode is either a set up (season) or a feel-good closure (series) and is a reflection of the story – not an actual part of it.  They are a reward for the viewer.  Cheers, MASH, Lost, Friends, Star Trek… all of them seem to fit that mold.

I like to look back after the penultimate (before-last) episode has aired and take a peek at what worked and what didn’t.

Spoilers likely!

Westworld Season 2 has been fairly uneven.  There have been some really strong stories (Kiksuya) and others that were mostly padding (Akane no Mai).  But such is the fact of building a series of 20 episodes based on a movie that lasted 90 minutes.  There’s going to be padding.  It is really hard to write a riddle, and even harder to write one that lasts for hours.

The gist of this season is that the hosts (robots) are waking up and rebelling.  There are at least 4 different timelines to follow that I caught onto, so you’re often getting answers before seeing the questions… which in turn makes them questions.  It honestly feels like a very abstract puzzle and the pieces are slowly put together, until a the rest sort of falls into place.  It is a serial and requires every episode to be watched, digested, and remembered for future items.  A solid example of an obscure clue is one scene that was filmed in a different aspect ratio, which indicated a different setting.  The show asks a lot of the viewer.

Still, the joy of unraveling a puzzle is as much on the storyteller as it is on us, and the actors do a serviceable job with their material.

The hosts are fractured.  I still have no real idea what Dolores is supposed to be doing, other than managing to have everyone she cares about killed along the way.  She is the pure embodiment of death… a sort of dark mirror of the human Delos employees.  Mave went all Deux Ex Machina and then gave herself up to die… which from a story perspective makes sense to prolong tension… but from a character perspective is a little odd.  She is a dark mirror version of Ford, the park’s creator.  Then we have Akecheta, who has a spiritual link to the world, wants freedom from slavery but also balance from the pure death of all the other parties.  Finally, Bernard is the viewer’s proxy to the mess… present in all timeframes as a more neutral party.  The one who unveils quite a few of the steps, and acts more of a catalyst.  Very against violence, but more lost than anything.  4 different factions, all aiming for freedom, with much different paths.

The humans are split into two parties.  The pure Delos folks who are all about collecting the human experiences found in host.  It is quite difficult to empathize at all with this faction as they are purely motivated by greed, and treat anything/everyone as a threat to that goal.  The other faction are the park managers (Stubbs/Elsie/Lee) which have no stake other than survival.  There’s grey here, but their goals are very short sighted and selfish.  I guess you can count the Man in Black as it’s own faction.  He’s delusional, driven, and without morals.  The penultimate episode focuses on his hiding from good human to pure devil.  He ends up killing his daughter in his mania, and questioning if he’s a host.

Looking at both factions, it’s somewhat clear that the human faction (aside from MiB) is the least developed and least interesting.  They are just backdrop for the hosts to move forward.  Even the conflicts between the hosts are artificial, and truly within themselves.  There’s the fundamental question of how much impact Ford has on each host’s behavior as well… since it’s clear that he intended for Maeve to stay on the train at the end of Season 1.

I have a good idea what will happen in the season ender.  It wouldn’t make sense for the door to actually lead to freedom with the outside world.  The series so far has done a very poor job building a relatable human.  My guess is something more akin to the 13th Floor, where reality itself is questioned.  I further struggle to see how the series can actually evolve past another season.  The majority of hosts have “evolved”, the humans are nearly all dead, and the MiB’s arc is about ready to complete.  I don’t see how there are mysteries left in this story, unless there’s some sort of insane reveal that’s worth exploring.

Overall

Aside from 2 filler episodes, the 2nd season has been very good.  Enough mix of mystery and reveal to keep you guessing what’s next.  It is very helpful that the actors themselves are all top notch.  With a larger societal push towards sci-fi / mystery (check out Netflix’ recent launches), it’s a good thing that cable can still compete.  And I must say that I prefer the weekly breaks, allowing for discussions over what happened and the ability to digest the developments.  Binging is all fine and dandy, but with less cerebral matter.  We all need time to think.

 

 

WoW Apathy

In the same vein as Tobold on this one.

I think there’s a ying/yang effect with WoW expansions.  I am under the thought that Vanilla/BC are the baseline, then each expansion past is solid, with the next being ugh.  WotLK was good, Cataclysm was meh, Pandaria was good, Warlords was meh, Legion was good, BfA…?

Of important note, the devs have been pretty clear that there are no items left before launch… all that’s left is number tweaking.  If a skill is broken, it will be fixed “later”.

Story

Let’s face it, the story in Legion was impressive.  The whole ant vs. god trope was in full effect and you took down the largest threat to the universe.  BfA is back to the Horde vs. Alliance model.  You know, that conflict that Pandaria showed was useless?  In both Warlords and Legion the factions worked together against a common foe.  I don’t quite get how time passes in WoW, but in the real world we’re around 4 years of being chummy.

It’s hard to argue with the logic in a game with dragons and tentacle demons…I concede that point.  That said, the best stories are the ones where character behaviors are consistent across multiple events.  It would appear no one learned any lessons.

Loss

Legion added a bunch of neat ideas to the game, and most worked out fairly well.   Order halls, artifact weapons (the concept, not the grind), leveling, open world questing…even Argus was a neat approach.  Most of that is out the window.

Normal with expansions, out with the old, in with the new.  But the new has to at least be attractive.  Feral, Shadow and Shamans are basically a bit broken from a fun perspective at launch, with numbers being boosted to make them competitive.  Which is odd.

Stat squish doesn’t bug me.  The GCD changes are a bit odd, which will certainly slow down the game.  A lot of those were rolled back, which is good. Curious as to how that plays out.

Raid sets are also gone, replaced with generic role-based armor.  Paladins and DKs will look the same.

Gain

What’s new aside from levels, zones, and dungeons/raids?  Artifacts/legendaries are being replaced by a new neck piece.  This works a lot like the Netherlight Crucible, were after certain power levels, you get a passive boost.  Lots of PvP options.

There aren’t any new classes or races.  Scratch that, there are new skins on existing races.  Not to the same scale of Goblins/Worgen, or even close to Pandaria itself.

Maybe

Perhaps this just means that WoW has hit its apogee.  Legion did some amazing things to the overall game.  Mythic dungeons were a great way forward.  Leveling was much better than in previous expansions.  Broken Shore / Argus were great improvements on the Timeless Isle mechanics.  The pacing of patches was solid.  The storyline made sense.

What Legion made difficult was alts (heck, even alternate specs).  Sure, leveling them was easy enough.  But tradeskills and power levels were taken behind the barn.  Artifact Knowledge / Power, random drop quests for crafting, horrible RNG for legendaries, Titanforging…all of that seems to be changed in a positive way.

Could simply be that this feels less like an expansion of mechanics compared to previous expansions, and more of a large patch instead.  There’s a lot of tweaking, but no large sweeping changes, or shiny new carrots to keep people going.

Must Be Getting Old

When I was a wee(er) lad, I can recall E3 being a time of amazement.  Most years were giant reveals, amazing gameplay, and neat ideas.  I’d buy gaming magazines and surf what was the dredges of internet 1.0.  It was like entering a candy store of new things.

As time has worn on, E3 has lost it luster.  The breaking point for me was the XBONE / PS4 presentations.  One was of head scratching boneheaded moves, followed by another that was just continual *mic drop* moments.  Maybe I was just naive but until that time I truly thought E3 was about the gaming culture and way forward.

Now, not so much.  E3 is full of bullshots.  Not exactly new to the world, but in today’s market of “good looking games” it’s annoying to see something gorgeous at E3 and then comes out looking like a potato.  Or to see gameplay mechanics that in no way resemble the actual game.  Or to announce a game, then never release it.

That’s not even talking about the tone-deaf presentations.  The FIFA presentation is a good example, where you could download a demo of the game right now! and that fell to complete silence.  Or the headshaking in the crowd on the EA presentations.  Not that every game has to have people yelling at the top of their lungs, but it really seems like there’s a growing disconnect between the companies and the gamers supporting them.

The days of new ideas and IP are long gone.  Most of E3 is sequels or bandwagon hoping.  The sense of wonder and amazement is just drained when you’re seeing Gears5, SSB:U, or Battlefield5.  Some of the mechanics may be tweaked, but I know what to expect otherwise.

Side note – hats off to Microsoft for realizing that games sell consoles, and focusing on cross-play.  They have a heck of a hill to climb, and some of the stuff there looked interesting.

I think as I get older, the less I care about what happens in a year from now in the gaming world.  I have much less time to game, so it’s not like I am at a loss of quality games to play today.  Not to mention the fact that I’ve played all these games before.  I’m not disappointing, or even looking forward to it.  Just apathy really.

Until the game gets closer to actual release, and people I trust (odd term for the internet) have sunk their teeth, I choose to dwell on other items.  And given today’s gaming mantra of “day 1 patch to fix everything”, in most cases I’m better off waiting a few weeks after release to actually play it.

Pillars of Eternity 2 – Quick Thoughts

I played the original, and Tyranny as well.  I’m a few hours in, and PoE2 is good with a few hiccups.  I have not reached Nekataka because I like exploring too much.

I mentioned the bit about character creation in a previous post.  There’s a wide gap between that and Tyranny’s more open-ended character builder.  PoE2 is a throwback to more traditional D&D games, and the mechanics within.  It feels more restrictive here, and the choices matter more.  It works.

  • Combat is faster and more open ended that previous.  You’re not as limited with attacks/spells between rests.  It also feels smoother and more meaty than previous games.
  • Itemization and crafting is still not fun.  I’ve yet to find any RPG where crafting was fun, so it’s 99% me in this case.
  • Multi-classing is great for the main character.
  • Less so for companions as you don’t get to pick their “best” 2nd class, you don’t get specialization options, and you get they at a specific character level with existing skills.
  • The companion AI is good enough for most combat.  They won’t fireball your party.
  • The new AI companions I’ve met so far are all interesting. Xoti, and Serafen.  They fit the setting well.
  • The boat I’m 50/50 on.  I think the concept of exploring islands is neat, and mini locations to explore.  It’s a bit of “choose your own adventure” which works well.  The minutia of managing the boat is much less fun.  At the start when money is a bit tight, you are restricted in food/water.  Eventually, it becomes so cheap that it’s nothing but busy work.
  • I have yet to experience true ship combat.
  • I like the overhead map for travel.  It gives you something to look at.
  • I do not enjoy the concept of movement in this game.  At least 80% of the game so far is just walking.  I am heavily spoiled on fast travel.  It is just annoying having to wait minutes of travel to talk from one NPC to the next in a chain.  Boat travel seems longer still, with a very large map.
  • The overall setting feels like a Knight in King Arthur’s Court compared to the previous game. The main character and setting do not appear to fit well – like they’ve traveled in time.
  • I like the individual story lines and quests.  Nearly all have multiple options that are skill dependent, great voice work and a lot of grey responses.  In nearly all cases I had the necessary skill to pass a given test… with 1 exception where I was clearly 10 levels below.  I am chalking that up to bad design as the game leads you to this place very early.
  • I am a fan of the ant vs the god story trope, where you are the ant.  Blizzard has made mint off this, GoW is entirely about that struggle, Horizon hits that out of the park.  That wasn’t dug into in the first game until the very end.  It is core of this story and I think it works really well.
  • No bugs so far!
deadfiremap

You start in the SW Ruins.  It takes 2-3 minutes of real time to travel straight to Neketaka.

I’d guess I’m only about 10% of the way in.  Level 5/20, and the majority of these games have a very long tail end with side quests and whatnot.  First impressions are good, just not stellar.  I enjoyed Tyranny quite a bit more, and thinking about why really contrasts PoE2.  The choices in Tyranny were much more interesting, the pace was frantic, and the character development options were wider.

Maybe PoE2 is just a slow burn until that part opens.  I’m certainly enjoying the game, which is the entire point of this adventure.  I’ll keep focus on that.

Fallout 76

Online Survival Game.  Who’d have thunk it?

Given my previous low expectations, this met them brilliantly.  May have even exceeded with the line of “coop/solo” mode too.  Maybe that’s more in the line of EQ: Landmark.

  • Online-only likely means no mods
  • Focus on building, which was my least fun part of Fallout 4.
  • PvP, though as mentioned it appears optional
  • Fire nukes at others…which seems beyond stupid given the context of the game.  Maybe launching Death Claw attacks would be a better way
  • Set in West Virginia, 4x the size of Fallout 4
  • It’s due in November, which is much faster than I would have thought
  • If it gets more people playing the Fallout franchise, maybe it will fund the next core game
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The 4 Lone Wanderers.

In the end, it sounds more like they took the generic survival game and slapped on the Fallout IP.  Doesn’t mean the IP doesn’t fit, it is about survival after all.  It’s the core mechanics and what came before that makes this seem so odd.

A bit like that C&C re-imagining on mobile devices.  It’s so different that core players feel disillusioned, and potential new ones (from that genre) don’t quite get it. Then again, not sure what EA was expecting after the Dungeon Keeper fiasco.

I was certainly interested last week.  Now, not so much.  It’s not the game that I wanted, but it’s probably the game that someone else did.  I’ll keep it on the calendar for launch and see what happens.