Nefchast’s Gaming Blog

Mostly about Video Games, but boredom often breeds endless creations…

Archive for March, 2009

High Houses.

Posted by nefchast on March 31, 2009

One of the features included in The Chronicles of Spellborn is the choice of 5 different factions called the High Houses. These five are: Maul, Shroud, Silver, Rune, and Torque. Each has it’s own ‘personality’. House Maul is more warrior oriented. Shroud is rogue-ish. Rune mageish. Torque political. And Silver mercantile. Choosing one house over the other doesn’t seem to give any obvious reward differences, at least yet. But each House does have it’s own unique quest line, and these quest lines are really good. You get to choose your House at level 9 and it opens up citizenship to allow transport to other shards, including Quarterstone — the ‘capital’ city. Since my main is a rogue I went with House Shroud.

House Shroud is located in the northern part of the Aldenvault zone, built within the walls of the carapace. It is the oldest House and is in charge of the postal services — which comes in very handy for information gathering. Spying, lying, stealing and assassination are all in a days work for Shroud members, and even as an initiate you get to experience some of these acts early on.

The storylines are very well done in this game. I didn’t really notice it early on since the newbie area isn’t that great, but once I got into the early teens they really picked up — especially in Quarterstone and the House quests. There’s not only kill and delivery quests but some puzzle types too. One of the first truly different quests you get in the game is actually in the newbie zone that involves solving six riddles in order to find a young boy’s ripped up toy wolf. These storylines tend to sway between comical and serious, even dark. Given the artistic direction of the world, cartoonish yet slightly dark/post-apocalyptic fantasy, the stories give a good bit of immersion and understanding of the world and its denizens. 

*I’ll edit in some screenshots later*

Posted in MMOs, The Chronicles of Spellborn | Tagged: , | Leave a Comment »

Visiting the Shards.

Posted by nefchast on March 30, 2009

This past weekend started innocently enough. I was going to play more Requiem, maybe a bit of Eve Online and Atlantica Online, but then I saw that The Chronicles of Spellborn had gone into ‘open beta’ and decided to give it a try. The client is free and you get to play up through the first 7 levels so there’s really nothing to lose. That was late Friday night when I started downloading the client, and come early Saturday morning it was finished and I was ready to start checking it out. So, these are my ‘first impressions’.

TCoS is being produced in the US/UK (AUS/NZ too?) by Acclaim, a company that I can’t say I have much love for anymore. But, the game is developed by a Dutch game developer called Spellborn International. A company that I don’t care for and one that I don’t know about — I was a bit skeptical coming in. One thing I did notice before starting was the obvious notice that this isn’t a free to play game, it is pay to play. You don’t pay for the client though, just a monthly subscription that’s the usual 15 bucks. Not a bad deal. So, I knew coming into the game that I’d be subbing for at least one month — there was money being put down up front, so I was a bit more critical starting out. With the mindset of a skeptical critic I ventured into the character creation. (see previous article)

Character creation was good, some minor gripes about the limited selection of equipments, but this was just the beginning of the game. My first, and main, character is a Rogue that started out with a sabre and shield. The tutorial is instanced in TCoS. You start out on a shardship headed off to Hawksmouth where the new recruits are trained. The world that TCoS resides in is fantasy, but a bit different from usual. Each of the zones that you visit exist on what are known as shards — basically giant habitable asteroids that exist in some magical/cosmic plane. The shardships are basically smaller versions of these, in ship shape. After covering the basics you arrive at your destination. Hawksmouth.

Upon arriving to the docks you go about the usual MMO process — collecting quests, killing monsters and leveling up. Like so many others, the process is the same but the individual parts differ. TCoS has 50 levels total, so the free 7 doesn’t seem like much. However, for a new player that will easily take a saturday to finish. Leveling is a good bit slower than the current standard. At level (I keep using ‘level’ but it should be noted that in-game ‘fame’ is used instead) 5 you can choose your class. Each of the three primary classes has three subclasses that tend to favor a different playstyle — solo, group and balanced. My choice was the Skinshifter, a solo-type class that specializes in sneaking around.  The other two rogue choices are the Deathhand and Trickster. Apart from some skill selection differences, the main difference between each class is their bodyslot items. Bodyslots open up once you take a class and are hotkeyed to F1-F5 with their own little hotbar. You buy bodyslot items from one of three stores: Soul Shop, Spirit Shop, and Rune Shop. The Skinshifter gets Soul Mazes which allow them to shift into different forms. The first two that you get at level 5 are a wolf and ousted. (ousted are basically a faction of pirates/bandits) Using these two items I can effectivly sneak past enemies of their type — in wolf form animals won’t attack me, in ousted form other ousted won’t attack me. However, town guards will attack me in these forms, but any damage removes the form and they stop once you come out of it. Same thing applies if you’re being attacked by one of the monster types and shift into your form. The other two rogue classes get poison (Deathhand) and gadgets (Trickster).

Combat is done via third-person using an action-y style FPS-ish control. The easiest explanation is Tabula Rasa’s style. The difference from TR’s is in the skill deck. The skill deck is this little rotating cylinder that you house your skills in. When you use a skill it goes up to the next level on the deck — this is used to form combos. You can freely swap between columns on the deck, but getting back to the start is generly only done once you finish out a column. (you can wait for it to reset, but that’s not a good idea in the heat of battle) There are true combo moves with openers, bridges and finishers, but those skills come later in the game. The first set of openers you get begins at level 11.

One interesting twist in TCoS is the lack of mana or some other energy powering your abilities –this is mostly handled with your skill deck and skill cooldowns. Instead of managing power you get three states that effect three different parts of your character in combat. The first state is Physique which governs your movement speed. The second is Morale which governs your damage output. Lastly is Concentration which governs your skill deck rotation and attack speed. All can be lowered or raised during combat. As a Skinshifter I tend to focus on Concentration — lowering my enemies and raising my own. This allows me to cut down on their DPS while increasing mine, very handy. 

Adding together states and the skill deck, combat is both fast paced and tactical. I’ve had NPC enemies take advantage of my weakness (Physique, I deal primarily melee damage) to stay away from me and deal ranged damage instead of using their close combat skills. They may not have some really advanced AI, but what I’ve seen so far is pretty good.

The graphics are not heavy on the polys but the art is quite nice. The world is very beautiful and I’ve already gotten quite a few screenshots. Having shards for worlds opens up plenty of opportunity for variety and future expansion.

For true ‘first impression’ summary: the game at first seemed very odd to me, I just couldn’t quite wrap my head around it. I don’t know why it was like that, either. The newbie zone is pretty subpar when compared with some of the zones later on, which is probably the reasonit felt odd. Typically MMO’s make nearly flawless newbie zones to draw people in then leave the rest of the content as mediocre — TCoS is a bit different from that. The content I’ve seen only got better out of the starting zones. If you’re used to WoW-esque easy questing with a detailed, accurate map to find your way to everything you might be dissappointed (or overjoyed) to know that TCoS’ map is fairly crude when it comes to holding your hand. It will give you a general idea of where the major landmarks and areas are, but apart from those you’ll have to read the quest text and explore. The biggest gripe I have about starting out is the number of quests that revolve around killing a select type of animal(s) and the lack of a dynamic spawn (it’s coming in a patch soon, supposedly) so you can easily spend a long time getting the kills you need if no one around is grouping. Group size is something else I hope changes a bit in the future — the max size is 4 players. 4 players. Ouch! Equipment plays a much smaller role in TCoS than most MMOs. From the start it is largely an appearance thing. The real equipment, at least at the lower levels, is in the form of ‘sigils’ which are basically enhancements from City of Heroes. You can slot your skills starting at level 11 and a few pieces of your gear come with slots for sigils. I don’t know how much this changes later in the game, but it is intriguing. Character advancement for the most part is primarily just with the skills you have open to you and the three attributes that govern your skills. Real ‘skill’ is the player’s personal skill and how they set up their skill deck. I’m sure this will lead to set ‘builds’ that people use, but in a sense I think it’s better to explore the skills and get a personal skill deck setup. It’s pretty interesting.

The Chronicles of Spellborn is well worth the time to try it. I feel there’s a good bit of potential and interesting features to make it stand out a bit from the other bigger, older MMOs on the market.

Posted in MMOs, The Chronicles of Spellborn, Uncategorized | Tagged: , | Leave a Comment »

The Chronicles of Spellborn Character Creation.

Posted by nefchast on March 28, 2009

A week or so ago The Chronicles of Spellborn went into open beta. This Acclaim MMORPG is, what they call, ‘freemium’ with a free to play area and the rest for subscribers. Kind of like Wizard101 except you don’t get the choice of opening up certain zones, you just have to pay for premium time. OK, so what’s the game like? You’ll have to wait to hear on that, from me at least, I just got into it! I will say the combat is third-person and action-ish, with a bit of a twist. Also, the world is pretty interesting. More on everything later.

For this post I’ll cover the character creation! Which is actually pretty decent.

Class Selection

Class Selection

The first set of options you see is for the class you’ll play. There are three base selections for starting out — Warrior, Rogue, Spellcaster. All of these should be pretty familiar to any MMO veteran. For those who are not, the warrior tends to wield melee weapons and heavy armors, the rogue uses a mix of melee and ranged weapons with lighter armors and the spellcaster uses spells. There are three sub-classes for each of these and you can choose which you want at level 5.

Race Selection

Race Selection

Next up is race selection. Included in this step is body type, facial features and tattoos. There are two races in Spellborn: the Daevi and the Humans. I can’t tell any differences yet, apart from appearance. One good point is the number of options you have for creating your character, while the base bodies probably won’t differ a lot, there are enough options to allow a wide set of character looks.

Equipment Selection

Equipment Selection

The second to last set of options is for equipment. This will be your clothing, armor and weapons. There’s several choices and you can mix and match pieces and color them how you want. It doesn’t seem that there are any differences in armor choices between the classes, so if you want a greatsword wielding, armor sporting spellcaster you can.

Finally, after all the selection you get to name your character and step into the tutorial. Enjoy!

Don't *rock* the boat!

Don't *rock* the boat!

Posted in MMOs, The Chronicles of Spellborn | Tagged: , | Leave a Comment »

Stories.

Posted by nefchast on March 27, 2009

Very few games have had a good story. In many cases, games have no story or a story that’s so poor it shouldn’t be considered one. This is fine in many cases. However, incorporating a solid story into a game is something that needs to be explored further.

One of the few games to really pull off a story was Half-Life 2. The true key, I believe, to HL2′s story was the use of character development and exploration and steady, rising beats of conflict. Most games today have some form of character development, or claim they do, but this development is largely attributes/equipment/skills. That’s the case of nearly every RPG. Not once have I truly cared about a character in these games because they were not real to me — they had no depth beyond their numbers. Part of this reason is the way games use stories — they are almost purely conflict. Now, characters can develop in tense situations and often the biggest changes come during them, but this rarely happens in games. Part of what made HL2 work was the beats of conflict — you were not always in the middle of a fight, an overall conflict yes, but there were periods of rest and character exploration. A decade ago I could understand the lack of development, games typically didn’t last that long, but these days you can easily get a couple days worth of play out of a single player game. (check out Fallout 3, that does well with story, character development and immersion) Games have the potential to create deeply compelling characters, stories and worlds. It’s about time we explored that as much as possible.

*Overall not too well thought out yet. I’ll post more on the subject of stories and games in the future. I’m pretty sure I have several times already, though.*

Posted in Uncategorized | Leave a Comment »

CCP.

Posted by nefchast on March 26, 2009

I talked a bit about Valve and a good bit about what I believed their greatest innovation was, Steam. Today it’s CCP’s turn. While Valve has put out several very good games, CCP only has one — Eve Online. Now, in all fairness, Eve is an MMO and all of Valve’s games have been single player with multi-player support. (or in the case of Team Fortress 2 multi-player with no single player, and Left 4 Dead with a heavy focus on multi-player and single player addition, same with Counter Strike: Source) Valve does do an excellent job patching in new content and fixes, I’ll give them that. But CCP has kept Eve going for several years now and constantly evolved it. It no longer looks like the game that originally launched back in 2003.

Having a truly evolving MMO world is something I’d consider an innovation. Other MMOs get updates, some even last long enough to see some graphics engine updates. But, none have really gone through what Eve has — most simply gain a sequel instead of evolving.

An evolving world is one small innovation, another is the server cluster. I’m no network guru, no server wizard, so I can’t go into the details that can be found in dev blogs on Eve’s site, but I have not seen another mainstream MMO with a single server that can support the number of players that Eve’s can. Having a single server makes a virtual world a true world. There is no other copy of it (OK, they have a Chinese server, sorry, but for the majority of the world it’s just one) and there are no separations from you and people across the world like so many other games employ. If there is one thing I truly love it’s being able to play with and compete against people from all over the world. Other MMOs tend to say this but few actually have it happen. 

The last part of CCP that I’d like to write on is their community involvement, good and bad. In most MMOs the devs/GMs tend to be aloof, like the gods on Mount Olympus they occasionally descend to deal with the common peoples. CCP tends to always be around the players in some form. They have various teams that recruit players (bug hunters for example) and the council of stellar management (effective or not, it does exist), both involve the players and the devs/GMs. (other games have employed volunteer teams, so it’s not innovative, but the CSM could be) Breaking down the boundaries between players and devs is  good, even if there can be trouble. Anyone that’s kept up with Eve’s player drama for the past few years knows of the T20 scandal where a CCP dev spawned some tech II blueprints for his friends (Band of Brothers). Big drama bomb, and rightfully so. While some would scorn CCP for their involvement with players, and in this case they’d be right, I loved it. I didn’t support the cheating, but I loved reading about the drama and about the whole event. Recently there has been another bit of CCP/BoB drama with the changing of Kenny (BoB) to BoBR (Band of Brothers Reloaded, now nicknamed ‘beaver’ as it seems BoBR means that in Russian) without having to go through the in-game mechanics. (which would cost them sov) While dev favoritism is wrong, the conflict spawned from it is greater than any in-game enemy or event ever created — no raid boss has ever come close to it.

So, to wrap things up. Valve: Steam, really solid FPS titles. CCP: Single server, evolving world, player/dev interaction. Both excellent companies.

Posted in CCP, Eve Online | Tagged: , | Leave a Comment »

Steam.

Posted by nefchast on March 25, 2009

Yesterday while surfing the Eve Online forums I came across one thread that was about The Escapist’s 2009 March Mayhem polling with matches against various game developers. This particular match was CCP against Valve (you don’t even have to guess who won, should be obvious) and there followed a nice discussion on the two. The competition doesn’t really matter, there was no way for CCP to win against millions of Valve fans, but it did bring up some points to think on. Mainly, what kind of innovation or excellence have these two companies attributed? I’ll cover CCP tomorrow (have to make these posts last) so I’ll hit Valve today.

The one thing most people think about when they hear ‘Valve’ and video games is Half-Life. HL and HL2 are two of the most quality shooters and games out there. I don’t think I’d call them highly ‘innovative’ since most of what they did was done to some degree before, but the two games simply took that content and did it really, really well. This is like World of Warcraft — it used the same mechanics as other MMOs, but did it extremely well. The biggest point of innovation that I see from Valve is with Steam — that little app that so many absolutely hated when it was first introduced, myself included. At the time it was the first app that required you to have an internet connection to play a single-player game and brought all kinds of rambling about what Valve might be doing with your computer, information and such.  But over the years Steam has become more and more accepted, as well as more featured.

Steam is not only a form of social networking tool (you can IM friends, keep achievements, forums, etc), but it’s also a software distribution platform. Valve not only sells their own games, but games of other companies and even Indy developers. Having an online distribution platform allows access from anyone with an internet connection and makes for a very large potential customer base. While those of you living in larger/major cities could just walk down the street a few blocks and pop into some store and purchase the game, people like me who live in rural areas with only a Wal-Mart for games can find Steam very, very useful. Especially for the Indy developer games.

Steam has, over the past week or so, been doing a bit of a special on Indy games. They’ve introduced quite a few new titles and had price cuts on them — this is truly excellent. Getting games from Indy developers was not too easy before, if you didn’t know about their game from some media source you likely weren’t going to ever know about it. Now they have a distribution platform with Steam. (Direct2Drive also has an Indy section, but honestly their site and prices are not nearly as good as Steam) Just a few days ago I wrote on Caster, I would never have played or heard about it had I not seen it on Steam. Zeno Clash is another that I’ve pre-ordered and never would of heard about without Steam.

Apart from Indy games and mass distribution capabilities Steam also has one more feature that I like. Discounts. Every weekend there tends to be some sort of special where you can get a game or games for upwards of 50% off. There are quite a few games that I would not of bought if they hadn’t been on sale. I wish I could see the real numbers on how many people buy the games when they’re discounted just because of the discount — I’m thinking there’s quite a few. Having that kind of control over their inventory is pretty amazing though. (I’m sure they go through a bit of hoops to get those discounts, or just take a hit in profit)

So, there’s the innovation: Steam. An application at the forefront of electronic distribution.

Posted in Steam, Valve | Tagged: , | Leave a Comment »

How Requiem makes its money.

Posted by nefchast on March 24, 2009

In the world of MMOs there tends to exist two distinct business models: subscription and real money trade (cash shops/item malls). I’ve spoken on these two before, and I am not going to get into that at the moment. Right now I’ll talk about how Requiem: Bloodymare does business.

Requiem is actually a hybrid of the two models. It’s free to play and has an item mall, but it also has optional subscriptions. These subscriptions come in two flavors: basic and premium. They both give the same types of benefits but in varying degrees and for different costs. The premium subscription costs your typical 15 bucks a month, for it you get 50% bonus experience, increased loot drops, lesser death penalty, when purchasing points for the item mall you get bonus points and some other benefits. The basic subscription comes in at around 7ish bucks and has the same types of benefits but at about half their bonus. The benefits range across your account and all its characters.

The item mall is pretty typical, most of the items are convience types. You can get packages that are useful for whatever zone you’re playing in, mounts, costumes, crafting related items, consumables and bag/bank space.

Clowning around...

Turan Costume

The costumes are one of the more popular items as they give some stats that can make a big difference at lower levels. Each costume comes with a male/female version and is based on race. Each costume also comes with 500 HP/MP and 30 HP/MP recovery. This can make a very big difference at lower levels, but the effect does become pretty small higher up. Costumes are priced at 150 points (roughy 1.50 USD) and last 30 days.

Kruxena Costume

Kruxena Costume

The other item I’ve had the chance of trying is mounts. There’s two types in the item mall, Fast Rex at 200 points (7m/s, roughly 2.00 USD) and Rex Von Dutch at 250 points (8m/s, roughly 2.50 USD), both last 30 days. The mounts are used in a similar fashion to most MMO mounts — they reside in your bags as an item that is usable with a short cast time. To give a general idea of the speed increase the 250 point mount is a 60% movement speed increase.

Rex Von Dutch

Rex Von Dutch

Subscriptions and point purchasing can be done through PayPal, so it’s pretty safe. I think there’s also some game cards available. From the amount of recognizeable item mall items and region chat users (region chat is only available to subscribers) I’ve seen in game it also seems they’re doing pretty well.

Posted in MMOs, Requiem: Bloodymare | Tagged: , | Leave a Comment »

Dungeons in Requiem.

Posted by nefchast on March 23, 2009

Delving into dungeons is a favorite pastime of many RPGers and practically every MMO has them. Requiem is no different.

I’ve only had a bit of time with Requiem, not nearly enough to give a full run-down of every dungeon or even close to it. But I have been into a few of them. The starting zones have two dungeons that are accessible by your mid-teens. The first is the Prison/Mine which is a pretty basic first dungeon. It has elite mobs and quests tied to it. Instanced for you or your group. Pretty simple.

Chaste Sanctum is the second dungeon that you’ll face and is far more in-depth than the first. This dungeon has the true feel of a dungeon as you must make your way through three different wings — each with their own end boss (mini-boss in the case of the first two wings) and challenges. The challenges in Chaste Sanctum typically revolve around facing groups of elite mobs in order to advance through rooms till you can clear a wing and retrieve a key to the next wing. More minor challenges involve platform style jumping across lava pits that spew fire, revolving bridges and fallen floors. The platform challenges may be minor but they add that little bit of extra fun to the dungeon that makes it memorable. Especially for a low level instance. There are no quests that I’ve found for Chaste Sanctum, but the bosses do drop Supernus loot which I’d guess is their equivalent to rares. The gear is apart of sets, has two reinforcement slots and compoundable — all at level 15. (the stats are pretty nice, too)

Ruins of Lament

Ruins of Lament

The third dungeon that I’ve visited is the Ruins of Lament, a mid-20′s dungeon in Parness. I was solo’ing at the time so I only got a bit inside, but what I saw it was quite impressive. The art and atmosphere in the dungeons of Chaste Sanctum and Ruins of Lament are very nice, the prior a cavernous/ancient ruined temple and the latter an alien-ish hive/temple. The layout of the Ruins of Lament consisted of a large central room with several smaller rooms and corridors leading from it in a circular pattern. It seems there is at least one quest for it — obtaining your first possesion beast.

More on dungeons as I get to know them better…

Posted in MMOs, Requiem: Bloodymare | Tagged: , | Leave a Comment »

Windows 7 beta.

Posted by nefchast on March 21, 2009

Got a new computer in (or parts, put it together) and decided to try the copy of Windows 7 beta that I had. The OS is much faster than the Vista that I tried (beta’d it too, wasn’t going to get a full version of that crap) so it should be good once it’s released. Had to put XP Pro back on the machine, Requiem: Bloodymare doesn’t seem to like 7 that much, keeps crashing after a few minutes. May get a decent post tomorrow, busy re-installing and updating everything.

Posted in Uncategorized | Leave a Comment »

Caster.

Posted by nefchast on March 20, 2009

I was looking around Steam yesterday and noticed they’ve added some indy games. One of which was a little game called Caster. For 5 USD I thought I’d try it.

Caster consists of 15 missions where you blast bugs, heal trees and generally blow things up. There’s six different abilities and a couple movement skills. All of them are upgrade-able using points obtained from killing bugs and healing trees in missions.

The biggest feature of Caster is the terrain deformation that your abilities and the bugs abilities can do. If you’ve ever used a world/level editor for a game you’ll be familiar with a chunk of it. Using Blast you can destroy (lower) large chunks of the game world — leaving massive craters. Another allow you to raise the terrain, making a landbridge across dangerous pools of acid/fire.

Combat is third-person action oriented. Lots of run and gun type moves.

Apart from the abilities the two movement related skills are also quite fun. You have a Dash that gives you a burst of super speed and Super Jump that lets you jump incredible heights and distances.

The graphics and sound may not be amazing, but the game play is solid and for the price you really would be hard-pressed to find a more entertaining game. It’s episodic so there will be more chapters coming in the future, and I for one can’t wait for them.

Posted in Indy | Tagged: , | Leave a Comment »

 
Follow

Get every new post delivered to your Inbox.