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Monday, June 25, 2012

Long, dark teatime of the soul

It has been a while since I blogged. Feels pretty awkward, to be honest. But in all honesty's sake, I have to write again.

For I have been bitten.

I thought it would not happen. In fact, I fought pretty hard to find all the negatives and did not let myself go easily. But some things just happen, they are bound to happen. No amount of planning, cunning or deviations can help it.

Even though I have next to sold my soul - again - I still have this nagging feeling, this fear. What if it fails, what if this is all but the rush which has taken me time and again and forced me to do silly things in hopes it would get better eventually. And it hasn't.

This time I took my time. I tried to bend it, break it, even abandon it. And boy, did it try it's best to do the same.

But in the end, after two almost failures, after three periods of improvement and expansion, I swallowed it all: hook, sinker and line. 

The Secret World.

I still have gripes with the button mashing combat system. I still haven't got the grasp of the huge amount of abilities, and to be honest, the ability wheel makes my head spin. And do not start with the clunky animations: realistic modern day genre could use more fluid motion capture animations.

What really got me was the depth of intrigue in the storylines. The way you can find sidequests here and there just by exploring. The way you are ushered onwards by giving winks, nudges and hints which make you WANT to go where the story is taking you. It's not hand holding like in the 300lb behemoth we all know and relate to, it's a 'kind of' freedom of doing what you will and not worry about if it's right or not.

I can already tell you that the power gamer in you will cry each time you find a new side quest along the road, only to notice that you cannot take that one additional because your three side quests are running already. Which one to pause, which one to put on hold?

Like Ardua said in his review, The Secret World is not your regular WoW copy: it's a mature MMO for a thinking player. It will be hard to grasp to the hardened WoW/Rift veteran, because you cannot push through the encounters only by pushing buttons and getting better gear. 

Well, that wasn't completely true. Gearing will be the achilles heel in the game, even though there are no levels.

In the last Beta Weekend all but the investigation quests were open, and there was plenty enough to do in the starter area of Kingsmouth. So much that I barely touched the adjacent area of Savage Coast, and I didn't get the chance to run the first group instance of Poseidon. But the amount of quests, side quests, lore (yeah, shinies!!!) and exploration in those small areas were enough to convince me that there is more beneath the surface of this game.

I won't be placing a pre-order, nor will I be in the launch, but I definitely want to have this game in my active games. It's kind of heavy in it's tone and stories, so I couldn't play more than 2-3 hours in a row (where WoW and Rift I could go on for 5-10 hours at a time).

I will play World of Tanks in the meanwhile. Until the Dark Days return.

C out

Friday, May 4, 2012

Free mount? Count me in!

Allods became 'mature' as a MMO. I mean, it came one year old and because of that they hand out free mounts to all 'established characters'. Which in short means characters who have reached the capital city and have access to the mail box.

Allods itself hasn't changed much. It's still pretty, eye candy, with nice features and very unique feel to the graphics and all. In a way, I could recommend it if you were on WoW but wanted to have something wee bit different to try.

The talent grids have changed and all characters not so up to date will find their skills and talents reset. Which is especially nice when you think of a returning player who had the version 1.04 on as the current version of the game is something liken 3.07...

To my slight frustration the starter area has been revamped to be very, very easy and unchallenging. The first group opponent has been removed and the hard end bosses are... well, meh. Giant meh, to be honest: even my healer type with his basic damage spells was able to kick their hairy behinds without a problem. Maybe they were the first challenge in the starter area, as everything else was so bland. No more monsters attacking you if you were not cautious.

It seems that 1st of May also added some bonuses, as you could get double the stuff from gathering quests compared to normal, which made the Survivors reputation gathering very, very fast and easy.

As I talked about the game with my sons - who played earlier with me - one of them said the main issue of Allods. It's just too similar with more of the same to play as WoW to make any distinction between the two.

We'll see how long I can endure that.

On Champions my daughter pointed out the biggest flaw of that game: all the quests are just beating people up in general. Repetition after repetition. Except for the Action Packs, cartoon story quest chains which can normally be acquired by purchasing them. Now they have obviously opened at least two of them to everyone as they revamped the game a bit, and I sincerely have to say that Whiteout has been the best I have experienced in the game so far. It took me about two hours - solo - to go through the story with it's investigations and interrogations, and I was ready for more as that was up!

I know the action packs have been there all the time, but I have never even wondered what they were about. It would be great to have a balanced team to take on one to see how it would fare then.

The alerts - the new random instances - are more or less dead to me. Go in, kill-kill-kill, loot.

Not fun really. Especially as most of them are populated with low level characters like myself, with too few skills to cover up the whole team. Being a support character without the support skills will eventually be the doom of the team, really.

Anyhow, fare safe!

Wednesday, May 2, 2012

Team Two to the victory - again

Last weeks news, really. Three brothers took on Halls of Stone and Halls of Lightning and - unsurprisingly - conquered them both.

It's getting pretty boring already to be able to go through two instance in one evening, even more so because we have to find ways to get wiped, consciously.

Hecklers, do we really have to pick up the heroics to get any challenge here, huh? Then again, with heroics we know that three appropriate level characters can never dish enough damage to counter the rage. Thus this is vain to even mention.

On another note: the distribution of experience changes considerably after you hit 80. Really. Which is a nice surprise after the fast forward push forward of Northrend before hitting 80. I have only one faction I want to get my shaman to get revered with, and that's the walrus people. Kaluak.

Of course it would be nice to get that pretty Dragonshire mount, but I can't arse myself into doing the stupid flying daily anymore. Of course getting the tabard would be one solution, but I have still the main factions not done and then there is the Guild rep to gain.

Talking of which, it took this long for our miniature guild to hit level 2. Boy it felt good. It was an achievement, really, something to cherish.

That's all for now from the WoW front.

Dark days are coming: are you game already?


Thursday, April 26, 2012

Superheroes away

How clever things new owners sometimes do.

I mean, I liked Champions Online when it turned F2P. But I ran out of steam as it is really, really boring to go through the quests which are a repetition of the same over and over.

Now the new owner, Perfect Worlds, introduced some nice revamping and features to suck me back. It was exactly 160 days since I had last logged in (how nice of them to state that in the login room... :P ) as I punched my Mystic, Mystico to the world again.

The first thing was that the skills were reset. And the whole crafting had been revamped. And there were new specializations.

And a new bar beside the minimap.

Alerts.

You can say whatever you like about random group finder WoW introduced way back when, but you cannot deny the fact that it created waves. Alerts are Champion's ripple of that wave: you volunteer to help in an alert posted by the Defender himself and you are pitted with four other superheroes against a supervillain and her/his henchmen.

Now here starts the fun. And not so fun.

The alerts are quite straightforward fights against various powers and groups of henchmen. Full on, blast away. The fun part is the fact that the low level superheroes (like my level 13, 14 and now 17) are elevated to fight at level 30. Just like in the PvP scenarios.

The not so fun part is the fact that you usually end up in a group where the utility type characters either do not know how to heal or do not possess any healing at all. So as a low level superhero you are out of luck if you get the beaten: you are really on your own. Remember to bring your own brews and heals is the only solution.

However, there is a twist which I like a lot. Some of the scenarios are timed, so that if the team doesn't perform properly, you get out without the final reward. So you really have to do your best or you do not get the reward in the end.

Of course this leads to a situation in which people start to choose 'easier' alerts, avoiding the Train Wreck alert completely. I have not been in a group which would have conquered that particular scenario, yet, but I can only hope that the reward from it is spectacular enough to warrant the time limit. Then again, I have already found my 'most hated one' which I avoid most of the time...

There are several tweaks and changes to this great game, and if you haven't logged in for a while you may be in for a treat or two.

Champions Online is far from dying out. So check it out.

PS. My handle is @copra (quite surprisingly) in case you're wondering...

Monday, April 23, 2012

Brothers united

As mentioned in earlier post, all the original Stooges are now under the same guild as the second team. In short, Three Stooges are now all in the same guild, which in turn is owned by... Three Stooges!

Due to the fact that we got a bit carried away and accustomed to the guild perks over our time in high level raiding guild, we came to the conclusion that the more the merrier. In short, The Order of the Fist opened it's doors and was added into the guild recruitment system.

We do not promise anything apart from our own Thursday threesomes. The guild is there to provide social playground and some peer support, nothing less, nothing more. And maybe a few laughs on our attempts to cheat fate in various forms.

Let it be heard once and for all: the way the Northrend has been treated since Cataclysm struck is preposterous. I have been deliberately trying to do grey quests in there not to level up too fast, but it's impossible. I think I'm getting full exp out of grey quests, which leads to the fact that Pölökky, my shaman healer, is almost lv80 already and I haven't even touched the Wrathgate quest chain! I have dabbled a bit in Borean Tundra, did the Kaluak quests to get the experience and have done the instances up to Gundrak, once each. And I'm at 79 (98%)!

That is just pure stupid in it's worst. But then again, I said the same about Outlands right after WotLK launched.

Now I wonder how much Outlands has gotten faster to pass through...

Cheap thrills.