Here we sit on the eve of The Taken King finally landing on our consoles and I find myself very excited. I have taken Wednesday and Thursday off work even. I’ve spent the weekend working on the new subclass quests for my Warlock with my clan. We also had a bit of a go on the new Crucible mode called Mayhem. For those who may not know, Mayhem is a new mode where your super and grenades recharge very fast. I only ever play Crucible with my clan, because they make it fun, and Mayhem was fucking awesome. I don’t think I’ve ever had so much fun in The Crucible. Supers and grenades going off everywhere; bodies flying all over the place. It was great. I must thank my awesome clan, the Guardians of Sarcasm, for making Crucible fun. I never would’ve gone in there without them. Thanks guys.
Bungie did a series of live reveal streams on Twitch as well that allowed us to see some of the strikes and public events. They have done some serious tweaking to the Strikes that looks great. Bosses that tag team and then double team you. The new public events look really interesting. They’ve added in a some variables that should keep the events fresh and fun. I can’t wait to play then with the guys. So here you are, below are the videos from the Bungie live streams.
Enjoy and I’ll see you on the other side of the release.
After the last expansion bringing us into the Reef and closer to the Awoken, I was hoping we’d get more in the next expansion. My character is an Awoken so I have a vested interested, but they’re also very mysterious and that makes me want to know more. Instead though we get to see Crota’s daddy come for revenge. Not the most original plot device, but I’m sure it will be fun nonetheless.
It will come to no one’s surprise that I’ve been playing Destiny. I did play it for a while when it first came out, (as well as the PS4 Alpha & Beta), but then I put it aside for a couple months while I dove into the holiday games and became an assassin for a couple of months. Before I turn into a sackgirl I’ve been taking a break and playing Destiny. After the full on story of AC:Unity, I just wanted to play something that was simple for my brain to process; point and shoot.
Simple isn’t really something Destiny does. Gameplay-wise, yes it’s straight forward, but the story keeps confusing me. You would think by now, I’m level 26, I’d be able to remember which are the Cabal and which are the fallen, but I keep getting my bad guys mixed up. I don’t know why I keep doing it, but I do. It could be that all of the aliens aren’t very alien. The only aliens I can consistently remember the name of are the Vex, but they’re all robots. Still, all of our invading alien races are humanoid in shape. I think this is what keeps confusing my brain. I’m sure the confusion is just me, but that aside I do wish the aliens were more alien. There are a couple of exceptions, but on the whole they’re humanoid. For once I’d like to see aliens that really look alien. My own character’s race is an alien, but I’m looking rather human-like.
The human shaped aliens and my goober brain aside, I do really like the story and the world. I like that for once it isn’t just a single bad guy come to take over the Earth. The enemies in Destiny not only don’t like us, but they don’t like each other as well. There are many times in the game when you’ll come across them fighting each other and paying you little mind until you decide to shoot them in the head. This gives a new dynamic to the conflict. The Earth isn’t just being invaded; it’s become a battlefield for these other races as much as it’s an invasion. Obviously when it comes to the gameplay in a situation like this you get the chance to use this to your own advantage and play them off each other to your advantage. With all this conflict going on I’m really excited to see what comes next and how the story evolves.
Speaking of the gameplay, this isn’t rocket science. The controls aren’t hard to memorise and they do have several different button layouts to choose from. I stuck with the default layout though and found it worked fine. A good button layout is one of my top priorities in a game. If I can’t re-map keys then there had better be options. I have giving up on games where the layout just didn’t work for me. Dark Souls was such a game where this happened to me; the buttons just didn’t work for me and made it harder for me to play. No problem here though and the button combinations for specials are easy to handle as well.
This is an FPS, so no shock that you’re in first person perspective shooting at things. Now, I am utterly shit at aiming on a console in first person, but once I got used to it I was pretty much okay. I do use a big gun that shoots a lot of bullets, so I do manage to hit things. The closest I get to a sniper rifle is my rocket launcher; point and boom. Destiny is the polar opposite of Borderlands 2 in their approach to the gun types available. There is a small selection of gun types and the power differences are minor. The main differences in power are between the rarity types; basic, uncommon, rare, legendary and exotic. I’m sure you’re all smart enough to understand the rarity scale. You’re able to equip 3 weapon types for a variety of situations and preferences. You have your primary, special and heavy weapon. Basically it’s like this; kill, fucking kill, blow it the fuck up. One big perk with the weapons is that any weapon can be used by any class. So you truly get to use the type of weapon you like to use best. It’s the best approach a game can have to enable catering to different play styles. I personally favour the Auto Rifle for my primary, the Fusion Rifle for my Special and as mentioned the Rocket Launcher for my Heavy. If you shoot enough bullets fast enough you will eventually kill what you’re aiming at.
Combat can get a little frenzied at times and I must admit that after a couple of long intense missions my hands need to be pried off the PS4 controller. Some of the big strike missions feel like you never stop shooting and you’re always all tensed up shooting and running and shooting and hiding. Sometimes during these big fights I may scream, but they are really so much fun. The story missions are more paced and not the constant killing spree. The Strike missions are bigger and involve other players in co-op with yourself. These missions on average take around 30 minutes to complete and they are usually 2 or 3 stages of intense fighting. It’s in these that I get all amped up and clutch my controller rather tightly as I shoot everything in sight.
It could be that some of my tension comes from playing a Warlock. There are 3 classes; Titan, Hunter and Warlock. The Titan is the tank and big hitter, i.e., a fighter. The Hunter is the quick medium powered fighter, i.e., a rogue. The last is the Warlock which is the “magic” user, i.e., the weakling. During the alpha/beta I played a Hunter and I loved it a lot, but when I bought the game I went for the Warlock, because I didn’t want to be the fighter/tank class and I wanted something different. In my experience the Warlock is weaker in armour, but once you know that and adjust your play style you’re good to go. They have good ranged combat, such as awesome grenades, and you can get the ability to revive yourself. The Hunter is a very quick fighter with medium armour. Hunters are a good middle ground class. As mentioned, the Titans are the big bad fighters. They have good armour and can hit really hard. If you like running up and smacking the shit out of your enemies then you might want to play a Titan.
Destiny is a MMO though which means there are other people around, but the game mechanics allow for this and work well. You can choose to play through the main story with friends or on your own. When you’re out in the world you will see other players but you don’t have to talk to them. Same goes for the PUG Strike missions that require 3 players to play; you don’t have to talk to them if you don’t want to. Sometimes you get good random groups and sometimes you don’t, it’s always luck of the draw. The console servers are split, so Playstation and XBox. The Playstation servers aren’t region split, e.g., UK can play with Canada. Most likely the XBox servers aren’t region split either, but as I don’t own the game on the XBox I couldn’t tell you for sure.
As you go through the game you get 2 transport modes. First is your ship that you go between planets in and the other is your Sparrow. The sparrow is kind of like the speeders in Star Wars. You use the Sparrows for zipping around on the planets’ surfaces. They’re great little things for getting places fast and they’re a lot of fun to ride. The big spaceship you have for going between planets is just cosmetic unfortunately. You can find or buy different ones, but currently they don’t do anything. It would be fun if Bungie created space skirmishes to use the spaceships in. I would suck fighting in space, but I think a lot of people would enjoy it and it’d be another game aspect to broaden the appeal. On some planets and in the PvP there are temporary vehicles you can use that also have weapons on them. Always be careful on any vehicle. You never want to be on it when it explodes; it hurts a lot.
To wrap up all this meandering through Destiny I’d like to touch on the PvP. As a general rule I don’t do PvP, but I have dabbled a little. There are 4 types of PvP so you should be able to find your favourite kind here. The one I usually opt for is Control and this is a 6 person per team based capture the flag type of scenario only there are multiple flags to capture and the other team can take them back and vice versa. You also have Clash; 2 teams of 6 competing for the most kills. Similarly you have Rumble which is a 6 player free for all everyone kills everyone scenario. The last is Skirmish and involves 2 teams of 3 players in a variation of team deathmatch. I don’t really enjoy PvP and prefer the co-op Strike missions, but the option is there for those who enjoy it. You can enjoy without ever touching the PvP and not be missing out.
Overall I am very happy with the game. Great action and story thrown into some beautiful environments. The videos and screenshots above are mine and I loved making them. If someone like me who is terrible at FPS games on the console can get to grips with it and enjoy it, then I think others will as well. Sure there is some grinding for gear, but that’s hardly unexpected for an MMO. For me even the grinding is fun though as I get to go through the bounties and revisit areas I barely survived through the first time. The first DLC, The Dark Below, is already out and the next should be coming soon. I only get time to play on the weekends really, but feel free to add me if you’re playing on the PS3 or 4; just mention the site so I know how you found me.
Scottish Highlands. Christmas. 1984.
Bemused parents indulge a child in her somewhat atypical (or so was believed for the time) interest in both Outer-Space and “Computer Games” – a fairly natural progression from the previous year’s SuperGirl costume request. For a computer game of the time it seemed to be absurdly expensive – £12.99. Previous parental protestations of “but you’ve enough games!” – surely an impossibility when the family computer is a BBC Micro (Dad had aspirations of poshness) – are put aside, and there was always the hope that at least one of the children might become a “Computer Expert” in the future, and allow aforementioned parents to retire early.
Hopes, alas, STILL not fulfilled!
The game was “Elite” – now of course so well known (or not?) as the defining sandbox game (in SPACE!)
I must admit to not being very good at the game – I don’t think I ever really made it much past “Mostly Harmless” – the game’s stat tracker for your spaceship killing prowess, “Elite” being the pinnacle. But being 10 years old, I had a blast trying to dock my spaceship, and jumping onto my escape-pod (bed) when I thought I was about to fail. Nevertheless, I knew a good game when I saw one, and enjoyed much play with it before a rogue coffee killed the computer. It would be replaced by a C64, and arcade games.
However, a soft spot was kept for Elite, and I would look in on the various ports as I got older and watched 16-bit come and go, space games go Epic (Wing Commander) and then die a near total death but for wee stalwart indie coders. Then David Braben came along with a Kickstarter, and promise of a 21st Century relaunch of Elite with ALL THE GRAPHICS, and lo, my long dormant space-heart gave a flutter.
Here then, is my preview of Elite: Dangerous (Beta V1):
As I write this, the next release of the beta is due for release, and promises much more content and an increase from 50 or so systems to explore/trade in/fight in/get lost in to a somewhat more sizeable 500 odd. We’re now approaching a decent sized gameworld to explore, but still only the merest fraction of what will be available at final release (due this year) – a procedurally generated 400 billion.
However, I’ve got ahead of myself – let me explain what Elite: Dangerous is, should you not be familiar with this great-grandparent of the open world sandbox game genre.
Elite is a first-person sci-fi space-based pseudo-GTA. That little soundbite is misleading, but mostly accurate aside from the car-jacking, violence, and “of the moment” bangin’ soundtrack. By first-person, I mean that the game world is viewed from your – as yet non-customizable aside from gender – in-game avatar’s viewpoint, exclusively from the cockpit seat of your spaceship. Planned post-release DLC will have you wandering about your ship and space-stations, but for now you are a somewhat alarmingly headless body sat in a seat, and invisible to other players.
At the start of the game, You – The Plucky Player – are a spacefaring person, gifted with a basic starship of modest capabilities. By modest I mean that it has 4 tonnes cargo capacity, 2 gun mounts, and a couple of spare utility mounts. These are used for some purchasable (using earned in-game credits) additional upgrades. For example – a “Heat Sink” a deployable dump of your ship’s waste heat produce, used both as a decoy, and a way to vastly reduce your visible radar signature – which when used in conjunction with “silent running” mode, essentially making you temporarily invisible, complete with neat slow frosting of your canopy glass.
Later upgrades include missiles, beam weapons, and Battlestar Galactica-style projectile cannons, but also non-combat upgrades like a docking-computer.
Docking computer you say? Yes, one of Elite’s notorious legacies is the fact that when docking your ship with the giant space-stations which in order to generate gravity… rotate. You have to navigate your suddenly giant-feeling spacecraft through the most apparently narrowest of letterboxes to enter the safety of the station’s landing pads. It’s deceptive in that the entrances are actually pretty large, but you get the distinct feeling of little headroom until you get a feel for your ship’s physical dimensions – no exterior views yet.
Back in the original 8 and 16-bit incarnations of the game this was especially difficult as there were few analogue control surfaces to use. For my part I used to point at the entrance, put the engines on minimum, and hope for the best – inevitably jumping in to my aforementioned escape pod (bed) when things went disastrously wrong. (You could actually buy an escape pod, but I never made that much money!) Today, things are different, we all have mice, gamepads, and even Flight-sticks that allow much more precise control of rotation and whatnot.
Speaking of rotation – the flight model is a curious one, in that it’s a blend of super-fun-sci-fi Star Wars type jet-fighter style, with bonus Physics™ – but with the option to switch off (and on, at a whim) “Flight Assist” – which basically makes the control system entirely “Newtonian Physics” – requiring you to apply reverse thrust to bring your craft to a halt, and apply inverse directional thrusters to counteract the proportional amount of… look, just watch 2001: A space odyssey, or GRAVITY, then you’ll know what I’m talking about 😉 I find it horribly complicated to fly the ship with Flight-Assist off, others love it (mostly those who grew up with Elite’s 16-bit sequels: Frontier and First Encounters) – but it does have its uses. Fancy pulling off Babylon 5 and BSG style flip-around whilst still moving in the same direction, allowing you to fire at a chasing attacker whilst still moving away from them? Flight assist off… just remember to correct your spin with your thrusters!
So, what’s the plot? There isn’t one, at least not yet anyway. You’re basically plonked into your ship with no direction. At the beginning, the point is pretty much to Make Money. Money = ship upgrades. More Money= better ships. That’s largely it for the moment, in the beta anyway. In the beta money is earned from various activities, more of which will be available as the game develops. For now, here’s a few examples:
Trading products between planetary systems – a full commerce system is in place in the game, fluid and dynamic. One system might have high demand for farming equipment, and pay a high price to buy from anyone able to transport them in. The player might find a system whereby Farming equipment is cheap-as-chips, buy as many as they can afford and their ship’s cargo-bay hold, travel to the high-demand system, and make considerable profit. Whilst there, they might find something sold there that is in low-demand, ergo cheap, which they can sell back at another system for a higher-price. Trading like this can be slow-work, but it’s a good safe way to make money. There’s also the possibility of buying something legal in one system, but illegal in another, sold to the black market at considerable profit. That runs the risk however of the Space-Cops scanning your ship for contraband, and a: fining you or b: not asking questions and just blowing you away.
Bounty Hunter is another money-making method, though is obviously quite a bit more dangerous than being a Space-Trucker. Check the local station bulletin boards for jobs, then head off to look for The Mark(s) – earning cash for their destruction. There’s also considerably less legal assassination jobs to be had, though these can render you a wanted renegade in certain regions of space. You can also fly out to some notable pilot hangouts – e.g. “Resource Gathering Sites” – where player’s go to mine for minerals etc – spot someone with a “Wanted” tag? Take them out, earn some bucks.
Mining – take an appropriately configured vessel to mine materials from asteroids in the aforementioned Resource areas. Watch out for thieves and bandits tho.
Courier missions – similar to trading, but often you’ll be given cargo directly to deliver to some other location. The fee paid will be affected by how far it has to go, and whether or not you might have to avoid any “Imperial entanglements” to deal with… or Federation, for that matter. The Imps and the Feds are the two primary factions in our Sci-Fi world here.
So – already there’s a fair bit to do, much more is planned closer to and post-release, including World Events. There’s already been a couple of these with a civil war breaking out between two systems, precipitated by nefarious underhand guerilla warfare missions offered to the player, and pleas for certain items of produce to be smuggled in and out.
Now here’s the interesting bit with this new generation of Elite as a game. It’s multiplayer. Also, it’s optionally singleplayer… but with the repercussions of the events in the multiplayer. How so?
Well, you can choose to play the game in full multiplayer – Open Play – out there with all the other players. That means all the usual caveats.. Trolls, Griefers, heroic saviours, co-op wingpersons, trading buddies, Clumsy docking, rage-quits et all.
Or…. You can play solo in an NPC-AI populated universe, but with the same world-state (politically and economically) as the multiplayer, but without the human player element. This is actually a great idea, and especially useful at the start of play when you’re getting to grips with the game mechanics and trying to earn a bit of money to get going. Penalties are the same as multiplayer, however – you earn enough cash to buy that big new fancy Lakon-9 hauler freighter, but accidentally push the booster button and crash headlong in to the side of a station… you lose the ship, and any cargo aboard and have to restart over with any remaining cash with the default freebie ship… unless you had enough spare cash left over to cover the insurance cost of the replacement ship!
You can also currently bounce between solo and open-play multiplayer modes, which could be perceived to be a bit of a cheat. Build up to awesomeness in solo, pwn in multiplayer. Except you wouldn’t be alone in doing that. Stuff gets too heavy in multi? Back off in to solo.
For now, however, multiplayer in terms of co-operative player interaction is still very much in its infancy. The developers recently added inter-player text and voice comms, but it still needs a bit of work, as well as willing players. Getting together with one or more friends though seems like a really exciting way to plunder the depths and wealth of the game, especially as the content increases in the run-up to release with options like actual recognized deep-space exploration being a career! Of course there will be “EVE-online” faction wars and such like, which could have huge potential for multiplayer… but you might be an everyman/everywoman who just wants to get on and stay out of the war.
Planned DLC for the game post-release includes adding features like player avatar movement within your own ship and stations, planetary surfaces (including obviously landing on said surfaces with your ship), multiplayer crewing of your vessel, and more. That complete set of features would be beyond even the imagination of my 7 year old would-be astronaut self – and I used my imagination A LOT to greatly expand what was on screen with those black and white vectors, I really can’t wait.
However, it’s not all joy and happiness. You’ll either love or loathe the control systems. It will very much depend on what you decide to use. Elite is definitely targeted in the main towards using a flight stick/throttle controller. After that there’s options for gamepads, and good old mouse+keyboard. I’ve tried mouse control. It didn’t end well. Or start well, for that matter. Yet others thrive using it.
The Head-up-Display (HUD) in-game can cause consternation. Its meant to be a holographic display whereby you turn to look at the relevant area for it to appear, using your controller to select options therein. I found this quite cumbersome until you’ve customized your controller of choice to quick-switch between the three primary menus.
And….. multiplayer. Like anywhere else, players can and will piss you off. Not all the mechanics for literal policing of player behaviour is in place. E.g. you’ll enter a system with police patrols, but they won’t always help you in time if you’re attacked by another player or NPC. But hey, maybe that’s realistic!
Also… It’s a beta at the moment, so it *will* crash, sooner or later, and stuff will be buggy, or act strange. I’ve been in my ship, happily parked on a landing pad only to have the station literally disappear out from under me, like Babylon 4 😉 But there’s also stuff that happens where you think… hmmm.. that’s cool.. I might be able to use that… like bringing yourself out of “Supercruise” too close to your destination only to find yourself INSIDE the station.. with only a few seconds before the intruder alarm goes off, and the cops blast you into oblivion.
Speaking of “Supercruise” – some of the game mechanics might cause consternation too. Hyperspace is the method used to travel vast distances between systems, fuel allowing. Once arrived, you are stopped in the system by the largest planetary body, still very far away from your actual desired destination – usually a space station. So, to speed up the travel to your “Final Destination” your ship has a mode called “Supercruise” a sort of very high speed but not quite hyperspace mode, where you designate your target destination from your HUD, and engage the drive. What you then have is a manually controlled acceleration and steering to your target requiring you to slow down as you close distance, disengaging the drive at a point of your choosing. Where this can frustrate is that it’s very easy to get impatient and over accelerate, causing you to be unable to slow down in time, therefore overshooting the target, meaning you have to pull a big turn to bring you back around, hopefully slowing down this time. A lot people are NOT happy about supercruise, they want some form of autopilot. I think this comes from the pseudo-MMO nature of the game. In many other MMO’s there’s auto-run options that mean you can effectively distract yourself with something else whilst still keeping one eye on the game. Not so in Elite. Look away at your peril. I suspect, however, that the Devs may make a purchasable auto-cruise system, as it could actually add to the immersion. Think Star Wars and the Millennium Falcon crew dossing about in the lounge, but getting a warning to tell them that they’re approaching destination/under attack/out of hydrospanners.
So much is forgivable however, whilst the game is in Beta. It’s certainly nearly cooked, but it is most definitely still in the oven. Visually it’s a treat, and pretty scalable in terms of performance. Aurally it’s an absolute stunner. The sound design is utterly amazing, hugely putting you “in the picture” – the music is a bit generic Space-Opera at the moment, but hopefully will improve… or you can do what I do… put on an ambient/spacemusic radio stream!
You have to pay a bit of a premium to get on board this currently PC-only spaceparty at the moment. £50 at present, final release will be £35 for the game and then more for the proposed DLC. I hope that we can have a few more women to play the game, as Space feels very much a bro-verse so far, and I hope to have a full gender spectrum conglomerate to fly with post-release. As release gets nearer though, I can already feel The Shape of Things To Come in the imagined vibration of the ship’s hull, and my inner 10-year old astronaut self is getting very excited indeed about her childhood dreams becoming virtually realized! 🙂 Speaking of which…
Addendum: VR – THE GAME CHANGER
Elite: Dangerous as it stands is a hugely promising sci-fi space game, built on a prominent legacy, and coming at a time where the combined genres of Spaceship and Flight-Sim games are enjoying a bit of a renaissance. Elite is certainly a hugely enjoyable game already, promising much more at release. However, everything changes when the game is experienced via a Virtual Reality Head-Mounted Display. I’m lucky enough to have obtained an Oculus Rift Development Kit 2, and I knew that Elite had been given optional configuration for play on these devices. It’s a bit clunky, a bit buggy, and plays sheer hell with even high-spec gaming PCs…. But… never before have I *ever* experienced anything like it. It is a completely different experience playing the game in VR. Background starfields and planets are no longer just background. They are there. Right there, outside your suddenly very real feeling ship’s canopy. The canopy complete with the handles you feel you must be able to reach out and touch. The glass of the canopy feels like it’s mere inches away from your head, and whilst the planet beyond the canopy is probably millions of miles away.. it is most definitely OUTSIDE your canopy, millions of miles away and huge. Huge beyond your normal comprehension of the definition of the term.
This is because everything is rendered to scale in the VR incarnation of Elite. I look down and see arms, and hands gripping controls just like mine. I’m completely bamboozled when I raise a hand to scratch my nose… but my virtual hands remain in place. I’ve emerged from a space-station in my ship innumerable times playing on the monitor to the same scene.. only to come to a dead halt in the same location when playing in VR, agog at the awe-inspiring majesty of the apparent infinity of space, and the sight of a sun emerging behind a Saturn-like planetary body surrounded by a ring of debris. In combat, rather than wrestling with mouselook controls to try and get a bead on a ship I’m pursuing, I merely follow its progress with my head and eyes, craning over my shoulder as I bring the ship into a steep turn to follow it, my head turning as I bring the enemy back towards the front of my ship as I open fire to finish it, then ducking instinctively as a piece of the ship debris bounces off the top of my canopy.
And those HUD nuisances I mentioned earlier? Rendered moot when you simply look to your left or right to activate them!
This time around, I think VR is going to be huge, and I think it will be accessible, especially if Sony can bring their “Project Morpheus” VR headset to fruition for PS4 players, where hopefully players will be able to join in the Elite: Dangerous world (as project leader David Braben has hinted as an option) –but also most especially as the Oculus Rift matures for PC owners. Like Morpheus said about “The Matrix”… “no one can be told what (VR) is, you have to see it.”
What follows is a little background on my MMO playing experiences, you can skip direct to the Guild Wars 2 review below if you want 😀
Early in 2005 I remember seeing a game being covered a lot in the gaming magazine press of the time, how it was going to be a multiplayer game of unprecedented scale, giving rebirth to a term that had been used before, but by comparison most assuredly inappropriately until this game’s release; MMORPG. Massively Multiplayer Online Role Playing Game. The game – ofcourse – was World of Warcraft. Now, the game itself and coverage thereof had not been enough to twitch the interest-o-meter for me by much, as whilst I like the fantasy genre, I was not au-fait with the Warcraft universe, so I felt no immediate compulsion to investigate further. However, a friend had already been playing it for quite a while, and offered a 10-day free trial.. so I gave it a go.
This first foray into the (the fortunately now abbreviated) MMO genre proved to be of mixed value. Certainly at the time WoW was gorgeous to behold.. and so startlingly BIG. The players at this time were mostly the typically serious RPG types, which made for a very atmospheric experience, but.. it really wasn’t grabbing me that much.
I felt I needed to join a guild, or better yet my have my gaming friends get on board too, and a couple of them did so (like some sort of tri-pledge.. we shall three buy this game *cackle*) and lo, we began playing proper. Well, suffice to say that the fun really began then, as the three of us played our way through the game solidly for 3-4 months – or I did anyway, my compatriots would continue to play on and off for many years beyond – and it was great. Working together, we ploughed our way through the first 30 levels or so, enjoying the exploration, discovery, and unlocking of various treats. However, my available time to play the game was considerably less than my friends, and I soon fell behind their inexorable levelling-up, though even this didn’t diminish my enjoyment; but my interest did begin to wane, and the £6 per month subscription fee was feeling unjustified and I eventually retired from play. I would return to WoW twice more between then and now, the most recent attempt proved to be quite depressing as the game had changed quite drastically due to spammers, and seemingly illiterate, disinterested brats flocking to its now free-to-play early levels.
Over the course of the intervening years I would try to recapture that exciting feeling of collaborative exploration and story with several would-be WoW usurpers. Lord of the Rings Online, Star Trek Online, Dungeons & Dragons Online, and more than a few Korean sourced free-to-play games. Early on in the investigations, Guild Wars emerged. It was at the time unique since it operated on a subscription-fee free system. You bought the game, you played the game. Sounded like a no-brainer, and I even got the chance to borrow a friend’s copy of the game and try it. It certainly looked lovely, with a less cartoony look than WoW graphically, but a less fluid feeling of movement. Being unable to leave a path because of obstructive grass(!) was a bit of an immersion breaker, so after only a bit of levelling.. I abandoned it.
Much later the first real WoW challenger came along as far as I was concerned; Age of Conan. I really enjoyed my time spent playing it, it looked SOOO nice, and that makes all the difference in terms of wanting to explore a fantasy landscape. However there were some problems, one of the game’s making, the other more of my own. First, the game relied heavily on instancing (essentially a zoning-off of various sections of the map to minimize both server and end-user hardware taxing) with multiple instances per zone, which could have the very odd effect of you and your friends occupying the same zone at the same spot… but not seeing each other because you were in different instances. The other problem was simply that my WoW-cronies weren’t really enamoured with the game, so I didn’t have the camaraderie that I had enjoyed previously, but also somewhat crucially I was no longer a bachelorette, no longer gleefully playing games until 4am – work be damned! – no longer having nor desiring the time to become involved with an MMO so much again, and so…
I abandoned it.
So. That monstrous pre-amble brings me to Guild Wars 2.
I was fairly put off MMO’s by now (a dalliance with a beta of “The Secret World” recently seemed to cement this opinion), but I was keeping a hopeful optimistic eye on GW2’s development. It looked beautiful, it was going to retain the no-subscription-fee model – though that is less noteworthy in this day and age of F2P – and it was making a real pitch at offering something familiar, yet different.
I had been drumming up interest with two of my friends – one was the former WoW alumni, the other a WoW-despiser, but fan of Dungeons & Dragons Online, and toe-dipper of Star Trek:Online.. and lo, once again I had a triumvirate of new-game pioneers. Launch Day MMO play is… an Interesting Time. You either can’t get on in the first place, or you get on and suffer lag, bugs, and all sorts of quirks, not to mention the sheer bedlam of having a massive number of new players all starting in the various start zones all at the same time!
At the time of writing this tome, it has been 11 days since we installed the game. I will describe that period in succinct style, using the world-famous “Facial Expression Mood Modifier Encapsulation System – FEMMES, a homage to the classic 8-bit game review magazine Zzap! 64)
Days 1-3: Installation, updating, and initial impressions:
Longest install ever. 2 disks, followed by a 2.2gb update = “Bored, thinking about stuff I could be doing, should go off to make coffee” face.
Slightly frowny face: Limited body-shape customization options for player avatars.
More frowny face: A Couple of the default female player character outfits:
Positive face at standard intuitive MMO (read: WoW) interface and controls.
Slightly disappointed sadface at graphics on highest settings.
Nonplussed, concentrating face at interchangeable weapon/powers interface and use.
Days 4-7: Settling in.
Zoned-out, nobody home face regarding crafting/skills (by contrast my former DDO chum loves it)
Pondering hopeful face: Create another character of different race and class.
Confused face caused by hearing what I know to be Jennifer “Commander Shepard” Hale’s voice, but not recognizing it in the slightest. That must be ACTING! 😀
Bored-face. Not enough collaboration or teaming with friends… feels like the most Minimally Multiplayer Online Game ever. Lots of people doing things, often the same things as you, but separately.
Days 8-11: Do I really like the game, or is it just not working for me?
New character, new class: Raised-hopeful-eyebrow face, this seems to be better!
Smiley face: New class is much more my thing, and my friends and I are working together again, much more cohesively.
RAWR-face! This is great!
There you go. 11 days in, and I’m really enjoying it, and for a multitude of reasons:
1: So far I’ve discovered I only like one (of eight possible) player classes, the other two I tried felt tedious in the extreme to me – when you find the shoe that fits.. its all good.
2: Once you understand the game’s mechanics – which are similar enough yet different to WoW’s to leave you slightly on an off-footing – you can get together with your friends to explore and progress through the game and its landscape very enjoyably.
3: Friends not around? Progress the character class specific single-player storyline which also gains you experience and levels you up, there seems to be less obvious “grinding” in GW2 – its still there, but not as blatant or boring as “kill 20 rats/goblins/thingmabobs” – there are usually multiple ways to complete a given quest.
4: No subscription-fee means no “must get my money’s worth” requirement to play… your friends may level ahead of you (mine are already 10-20 levels ahead of me) but this is less of an annoyance because of the game’s “level playing field” system, which reduces a high player level to the maximum for the area they’re in at the time, though admittedly this is at the expense of the fun-factor of returning to a low-level area when you are a high-level swaggering Goddess, gleefully swatting formerly troublesome wretches that get in your way. Let them eat cake… and noobs.
5: Combat! Its fun! Its a good mix of WoW’s style of gained powers/skills assigned to hotkeys (usually the number keys and clickable on-screen icons) but also featuring Age of Conan style evasive maneuvering. If you don’t move, you’ll soon be clobbered by higher-level beasties.
6: Quests! They’re.. a bit different. By which I mean how they’re implemented. WoW is famous for its bright yellow “!” over quest givers. GW2 operates something similar yet different. First, they’re heart icons. Empty outlines for incomplete quests, solid for complete. What makes them different is the fact that you don’t have to approach and “talk” to the quest givers in order to participate… merely being in the zone where the quest is relevant is enough to have you participate. Want to help that other player fighting the mob? Do so. Your contribution helps them without compromising how much XP they gain, as well as gaining you the XP and adding to the fulfilment of the given quest in the zone you happen to be standing, regardless of whether or not you are interested in participating! Initially I found this to be a little odd, and distancing from the “story” – but it actually works really well.
Better yet are the dynamic events that occur randomly but regularly throughout the different regions. For example:
You’re ambling around a locale when an “event nearby” notification appears. It could be that bands of marauding centaurs are assaulting an outpost nearby. You can involve yourself to help fight them off, gaining generous XP subject to how much you actually contribute to the battle. Merely being in the place where the event is happening if it’s completed will still gain you XP nonetheless! Where it gets clever is if players fail to fight off the marauders, and the outpost then becomes *their* outpost!
Things I still don’t like:
1: Instancing. Yes, the game has instanced zones. Not Age of Conan style, but not quite WoW style either. Its still a bit of an immersion breaker to have to “portal” between areas beside each other on the map. Something WoW did that was just so fabulous was the ability to pick a direction to walk in, and just walk. Loading was seamless aside from specific crossing areas (e.g. by boat) – alas, not so in GW2, but the areas are still pretty large, and with multiple exits/entrances.
2: Graphics. I admit to being a little disappointed with GW2’s looks. We’ve been seeing lovely videos promising beautiful, atmospheric locales and the like over the last few years, but the actual in-game graphics are a mix of lush, pretty design… on slightly angular polygonal landscapes, with not a huge amount of Bells or Whistles. Don’t get me wrong – graphics do not a great game make – but they certainly help build an atmosphere, and I felt that the final product was not quite what the marketing was promising. Shocker, I know! The design ethic, however, is beautiful. To be fair, I suspect that most attention is spent on key locales, rather than outback wildernesses.
3: Maybe its my getting old, or maybe I’m too accustomed to simplistic control systems, but I found GW2’s interchangeable abilities, weapons, and items quite complex and mind-boggling at first. I *am* getting the hang of it, and enjoy the variety. It’s also nice that you don’t *have* to meddle in the ways of crafting/skills/etc if you don’t want to, for I am unsubtle and quick to boredom…
4: There are less pleasing MMO staples in this game; emotes are a lot of fun (e.g. /laugh /cry ) etc even if you’re not doing the whole serious Role-playing thing. Guild Wars seems to have less than other MMOs I’ve played…
5: Speaking of Role-playing: GW2 seems determined to break atmospheric immersion with lots of bizarre quirks. The Human emote /dance results in a very cheesy pseudo-line dancing affair (though admittedly, I’m somewhat a hypocrite, as I *loved* Guild Wars original moves!) The Trading post (GW2’s both real and virtual money ebay emporium) has amidst its items… Aviator sunglasses? Baseball caps?
6: I miss Murlocs 😦
As for The Trading Post – the jury is still out on it. Something that allows for game items to be bought and sold for game Gold or real £$money has much potential for abuse and game-breaking. Time will tell… but game-servers cost money, and GW2 is not using the traditional F2P game model, and is therefore likely looking to bolster perpetual revenue however possible.
Guild Wars 2 is an enjoyable game, and a fun MMO, that for me at least has brought back almost all the positive vibe I enjoyed in the heyday of my WoW play, largely through allowing me to enjoy the game with my friends *and* with a clear conscience of no monthly cost to absorb.
Its a game that can be played as solo or grouped with friends as you like, though I suspect you are better off going into the game with known comrades, as in-game interactions with other players seem to be a little limited at present. Mostly people complaining of lag, but then hasn’t every online game since the dawn of The Internet had those individuals whose purpose in life seem to be to inform us of this?
My gripes about the graphics should be offset by the fact that a less demanding game means less need for super-powerful PC to play it on, which was always WoW’s greatest strength – it was playable on some of the lowliest laptops, assisting WoW to become one of the biggest selling games for the longest time.
It is likely that GW2’s publishers hope to achieve something similar, and I wish them every success, as it appears to me that – finally – there is a new MMO Queen on the throne, long may she reign.
The gaming at my house hasn’t been all that great at my house in the last month or so — we’ve been a little pressed with home repair, dealing with insurance, firing our insurance agent and starting the hunt for another insurance agent, and oh, researching a good breeder to buy a dog.
But the last week, we decided we’d get a new game. Or rather, I decided that the husband and I were getting a new game, because it was on sale on Steam; $40 bucks got us both the game, and all the DLC available for Borderlands. It was a clumsy game, but honestly, the weekend of the fourth of July was the happiest we’d been in weeks.
It’d been hard to face facts, but now we broke down and handled things. I ordered a new — bigger and better! — laptop from Dell. We are making a game plan on how to replace the electronics and in what order of priority. (Camera, PS3, Wii, games, etc.) As well as what we’re not replacing, and instead putting the money ito a Puppy Fund. Tabletop gaming is getting back to normal as well — we’d not exactly been shining there, either as hosts or as players — and so life seems to be returning to it’s pre-burglary state slowly.
But then Blizzard came and crapped on my pancakes.
RealID. It’s a bad idea. 4chan, bless it’s soul, easily illustrated why it’s a bad idea– especially for women who game. The general idea is to strip away the veil of anonymity, face John Gabriel’s Internet Fuckwad Theory head on and strip away the anonymity that trolls use to protect themselves.
Only we know that’s not the case. Trolls are going to be trolls no matter what light you shine under their bridge. What they are opening us up to is new levels of harassment, especially for women, transsexual and other ‘unprotected’ classes of people… and even the average dominant white male who didn’t’ know the douche bag who he denied entrance to his guild was mentally unstable enough to hit Spokeo and see what info they could dig up to hurt someone with later. People do crazy things. Gamers, sadly, attract more then their fair share of people who cannot cope with reality and use games to escape it. It’s simply a fact of the fandom, as it were.
It’s pretty scary what you can dig up with a name and an email. I’m not saying how much of my information is in that thing, but it was enough to make me squirm a bit. One of the Blizzard blues found out the hard way when he put out his name to prove it was ‘safe’ and then had his phone number, home address, parent’s home address, Facebook, and other pertinent information all linked within seconds.
So, ladies: What are we going to do about it? Take it passively as our rights to privacy are stripped? Walk with our money to a new game? Scream into the void until something is done? I’m honestly not sure yet — I really like my game, and the people I play with. I don’t want to try and build the relationships I’ve made OR endure the learning curve. I’ve played WoW for 5 years and never, ever missed a payment or taken a break.
But there might be a time for it. This might be that time.
Things have been hectic here; we picked up Final Fantasy XIII (gorgeous, but I have a lot of gameplay complaints that can really be summed up in Penny Arcade form), bought and beat (with an Angel of Death score) the Chaos Rising expansion for Dawn of War II, and also picked up a new monitor that is lovely and really makes gaming easier on the eyes. A 23″ Samsung LED that’s crisp, bright, and was a little over my budget but so worth it. We also had tabletop last Friday, and will have the alternate game this Saturday (Iron Kingdoms and Shadowrun, respectively; Paladin of Menoth and Wolf Shaman, for the curious), but there’s nothing really exciting to report on that just yet.
Right now work – or more appropriately — the husband’s work — is eating what couple time my husband and I find together, so I got a lot of gaming done this week. I’ve knocked off some hours of FFXIII, and I finally got my Shaman to ding 80 and then ran a ton of 80 Regular Instances (ICC 5’s and ToC) to get her some gear and prepare her for the heroic’s grind…. which I already do with a Protection Warrior, Holy Priest, Hunter, Warlock and the Death Knight I almost never play. I mentioned sixth eighty, right?
However, Twitter has brought a gem to my door; the local Big Boy Nerds, the The Geek Show, is produced by Zack Shutt. He’s put out a call for at least one people-person geek and web developers. As the former and not the latter, I don’t expect to make the grade on his new project and get a job with him, but I am curious and I figured, what the hell. So I’ve DM’d him and we’ll see what happens there. I can’t say I’m unhappy with my current job– but I’m not happy there, either (and I am often situationally unhappy there, but that’s another story for another time).
I hope to find some time to write about the two latest expansions I dealt with: Dawn of War II’s Chaos Rising and Dragon Age: Awakenings, but I’ll save that for the weekend, I think. I’m told it’s All Hands so I’ll have a lot of free time without the husband.