Nefchast’s Gaming Blog

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

Archive for March, 2010

Revelation.

Posted by nefchast on March 29, 2010

This past weekend I finally got around to trying out the new content added to Champions Online (had to gain a couple levels first). For those that don’t know, Revelation is the first free expansion to CO which adds a new zone, enemies, missions, costume pieces and tier 4 powers. There’s a good bit of meat to this expansion, and I’ve only gotten my teeth into the skin of it so far.

To access the zone you must first complete the crisis map. This map is unlike the crisis maps for Lemuria or Monster Island — it’s like the Canada/Southwest Desert crisis maps you complete right after the tutorial with numerous quests and other players around. I’m not going to go into detail here, there’s a pretty good storyline that should be experienced and not spoiled, just know that it’s the apocalypse and pretty grimdark. For a time reference — my first run through at level 36, solo, (the quests are for level 37) took me a Sunday afternoon to complete. I almost gained the full level to 37 doing the missions there, was about 1-2 bubbles off.

The actual zone is flavored in the dark modern fantasy meets New Orleans style. There’s voodoo, werewolves, vampires and cultists abound. The zone is (seemingly) encased in perpetual night. I rather enjoy it, but I’m sure it’s not going to be everyone’s favorite theme. From a size stand point I’d say (completely uneducated guess) that it’s similar in size to Monster Island — it’s not the biggest zone, but it’s got enough to eat away at your time for awhile. The new missions (I’ve only done a few, mind) seem focused on the various gangs of Vibora Bay (the name of the new zone, by the way) and looking into what they’re doing or how to stop them. In this regard I guess the zone is somewhat similar to Millennium City’s poor district. Only the gangs aren’t simple thugs but supernatural beings. To make this grind a bit easier, the different factions of enemies drop costume pieces that unlock some of the special new parts — all themed according to the enemies that drop them, of course, and so you can tailor your character to look like a vampire or lycan or voodoo priest. Cool stuff.

I haven’t checked out the new costume parts that are supposed to arrive to the C-Store; I might get them since they’re pretty interesting and different from what’s been done. I haven’t checked out the post-apocalyptic set that was supposed to come with the expansion, either, because I couldn’t find it — perhaps it isn’t out yet, or I’m just blind. (As a note, I just looked into it and it seems the post-apocalyptic stuff is variations on existing pieces; I just haven’t looked deep enough into the costumes to find them.)

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Global Agenda Trial.

Posted by nefchast on March 26, 2010

Unlimited free trials are wonderful things in the MMO genre, they give you time to really try the game out and get a feel for whether you enjoy it or not. Global Agenda (the sci-fi-ish third person shooter) just started theirs and I’m sure you’ve heard about it and thought about giving it a try. I sure did.

I’ll be frank with this post, I downloaded and played GA for a few hours last night — haven’t paid a cent or given any credit card info to do so. I’ve played through the tutorial, several low security PvE missions (low level ones, essentially) and one mercenary map (what seems to be the biggest PvP combat you’ll go through, think point capture game type) while playing a medic class character. For those that don’t have any clue what GA is about, you’re in a futuristic society where an oppressive world government is trying to take over the last remnants of free society — so you must fight them in instances, or something. The storyline isn’t really what this game is about and it doesn’t really matter — you’re here to shoot things and blow stuff up. There are four classes to choose from: Assault is your tanker/heavy weapons guy, Recon is your stealthy assassin/sniper, Robotic is your defensive support guy with force field walls and robots (think Engineer from Team Fortress 2, sorta like them), and the Medic is your healer. Each class has some skill trees and numerous pieces of equipment to use as you level up. Should give some variety. There is crafting that involves buying (possibly finding?) blueprints and crafting it at stations with scraps that you pick up (possibly just from PvE missions). It’s pretty simple. You can purchase different looking pieces of armor from NPC merchants (the crafting might just be for upgrade items that you slot, without cosmetic differences). That’s about it for the general stuff, I think.

The game play in GA is pretty simple, it’s a third person shooter — use your hotkey row to swap between weapons, use items, etc. All the weapons have primary and alternate fire modes, so look at those and get used to them. (For instance, my melee weapon has a shield that blocks melee attacks as the alt fire, my rifle has a scope for alt fire, my healing beam gun thingy has primary fire that heals my target and myself for a little bit while alt fire just heals the target for a lot more — the healing is done just like the medic in TF2.) Everyone has a jet pack which they can use for short bursts of speed or to get to higher areas, you can’t use weapons while using it and it drains energy pretty fast. Speaking of energy, your weapons don’t use bullets and there’s no clips or reloading to worry about — you just have an energy bar that gets drained when you use stuff. It’ll charge over time.

PvE, for low security missions at least, was a random mission from a small batch of pre-made missions (I remember doing about three different ones, then repeating those over a few times) which consisted of NPC bots that you have to blast through till you reach an end boss and kill it. There’s a checkpoint about half-way through the map that let’s you re-spawn there. Players dying a lot (total of 4 deaths possible) will lower your score and overall rewards. Having a balanced team and competent players makes the experience easier but isn’t necessary.

The mercenary map was a bit more interesting, but it wasn’t anything new. It consisted of two teams, roughly 6-8 players per team, fighting over control points on a map. Holding a point gave you victory points and after accumulating enough of those you’d win. I’m sure you’ve done this before. While it certainly wasn’t anything new, the game was pretty fun. The classes act a lot like those in TF2 in many ways, so if you enjoyed that you should have some fun with GA. The only downside was the polish — TF2 is simply better at this stuff than GA in almost every way. Which makes paying money for GA a lot harder. AvA is certainly the point that could make a difference, but I haven’t tried that yet and I’m not sure if it’s even available to trial members.

From a trialer’s stand point, the game was fairly fun but lacking.

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World of Darkness — Mini-Review.

Posted by nefchast on March 12, 2010

If you’ve checked out the earlier post this week about World of Darkness, you’d know it was free this week in celebration of Read an Ebook Week. If, for some reason, you still don’t have it — either before it was free or since it was — you still have till tomorrow to grab a copy. It’s free, why not?

I’ve gone over most of the book this week, not getting to read everything due to a certain beta popping up and the release of the Dawn of War 2 expansion, so I’ve gotten a pretty good gist of what everything is about. To be honest, more so than many rulebooks, you’ll want to read through the entire thing at least once. Player or Storyteller. (WoD’s GM/DM) I’ll explain why in a second.

The ebook itself is fairly well done, of course, since it’s basically the second edition of the game rules. My biggest complaints are the lack of bookmarks and printer friendly options — it’s a PDF copy of the print book. This is easier to accept seeing the original rulebook came out in 2004 — it’s getting close to a decade old now. Most of the art is quite good, the layout is fine, and there is an index and table of contents to help with the lack of bookmarks. If you were going to use this book a lot, I’d recommend getting the print version, too. (should be easier to navigate)

The game’s core mechanic is very simple, using d10s you build a dice pool based on: Attribute + Skill + Equipment +/- Modifiers, roll versus 8 and count successes — if any. A roll of 10 explodes allowing for more successes to be rolled. Simplicity is all around in this game, even if the above mechanic seems slightly complicated.

You have a 3 groups of attributes and 3 groups of skills, broken down into Mental, Physical, and Social. During character creation you choose your Primary, Secondary, and Tertiary groups for both sets and apply points as seen fit. There’s also Virtues, Vices, Merits, Flaws, and Equipment to go through. After you’ve finished reading everything — the longest part of the process — actual character creation shouldn’t take that long.

Practically every action you could possibly need to take during play can be found in the rules and is usually well detailed with all the information needed to use it — this is why you’ll want to really read through and familiarize yourself with the rules, Player or Storyteller. (you might find something you hadn’t thought of doing before)

The setting, for those not familiar with the game at all, is based heavily on dark conspiracy and supernatural elements. Horror to some. (not a particularly scary genre to me) There’s tons of sourcebooks out already for the general game world and the other WoD branches (Werewolf: the Forsaken, Vampire: the Requiem, Promethean: the Created, Mage: the Awakening… basically, if it has a Name: the Something and is from White Wolf, you could probably use it) to help flesh out campaigns even more. I also tend to enjoy the fiction that’s written in the books, helps get you into the mood.

If you’ve never really thought about tabletop RPGs before but wouldn’t mind trying one — I’d recommend this one especially. It’s got plenty of detailed information for players and GMs, including what looked like a bunch of beginner tips. For those that have plenty of RPG experience, but simply never cared to check into WoD before — if you want a pretty crunch light horror/supernatural game, this should work well. (though you’ll likely want some of the supplements, too)

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Dawn of War II — Chaos Rising.

Posted by nefchast on March 11, 2010

Relic’s Dawn of War II (that fun tactical RTS game for PCs) just launched its first expansion — Chaos Rising. I’ve gotten to play through a chunk of it this morning before work and really enjoyed what I saw thus far.

There’s new a new campaign for single players (or co-op, I presume, haven’t tried that) and new maps, units and army (Chaos, of course) to use in multiplayer. For 30 bucks, it’s not too shabby. (I wouldn’t of minded a second new army, of course…) I can’t remember if there were Imperial Guardsmen in the original campaign, but they do make an appearance in this one — meaning they’re probably coming in a future expansion.

As to the new campaign — it’s pretty much what you expect out of the campaign. More stuff, of course, and a Corruption mechanic that is pretty cool — let’s you slip closer to Chaos, but rewards you with really nice equipment. To recover from corruption you have to use gear that basically nerfs you or harms your characters — probably not a mechanic that is going to be enjoyed by all but is fairly fitting to the setting.

The multiplayer setting is where this expansion seems to shine the most for me, as you get to play Chaos. The original four get an additional unit type each (Tyranids getting 2) which helps spice them up a bit. I glanced over the units a bit, spent most of my time on the campaign, so I only know a bit about the new ones for the old armies. The Librarian for the Space Marines is a Psyker — basically a caster type that can do some impressive stuffs. The Weirdboy for the Orkz — didn’t get to try him. The Wrathguard for the Eldar — think about a trio of smaller Wrathlords, with lasers. (fought them a good bit, haven’t used them yet) And the Tyranids get a Tyrant Guard — basically a tank — and Genestealer Brood — seem to be stealthy melee units. (saw the ‘nids in action during multiplayer, the Guard was holding his own while assaulting the enemy base…)

The Chaos introduce several new units, many of which are really cool. The first thing you should know is that choosing a Chaos Space Marine Hero will change the type of shrine your Heretics can build — they can be pretty useful. The next thing you should know is Heretics have the ability to worship — this has in-game factors like buffing your units or healing them. There’s a range on worshiping and the Heretics won’t be able to do anything while it’s toggled, so remember to place them somewhere secure — they’re quite useful and there’s not sense letting them die easily.

I tried most of the units for Chaos at least some, and there’s plenty of units that have familiar mechanics — Chaos Space Marines are sort of Tactical Marine-ish, Chaos Havocs are your suppression machines like the Devastator squads. Heretics are… numerous and easily killed, but they can build shrines and worship. Plague Marines also fall into that Tactical Marine squad-ish of the Chaos Space Marines, but they are anti-vehicle spec’d and a bit tougher — no real customization here but when they die they do heal any friendlies in the area. Dreadnaught and Predator are both pretty simple to figure out — a bit of variation for Chaos but still somewhat similar to their Space Marine counterparts. Bloodletters are your assault troops — they can teleport and phase shift (don’t take and don’t deal damage) and do melee damage — fairly tough. The Bloodcrusher is quite tough — it’s a vehicle that’s melee based and has a fun charge ability — it’s the thing you send charging into a group of ranged enemies to cause… chaos. Lastly — the Great Unclean One. Nurgle is my favorite Chaos God and the inclusion of a lot of Nurgle themed troops and abilities is really great to me. The GUO is huge, costly, and powerful — it’s about the size of a Carnifex and has a huge, crude sword — create it, send it toward your enemies, watch them perish. That’s about all that needs saying. (ok, maybe not, but you get the gist of it)

I should mention — all of the new units for the old armies are on the second tier for manufacture, you’ll need to unlock the first base upgrade to get them. Not too difficult.

Posted in Warhammer 40k | 1 Comment »

World of Darkness

Posted by nefchast on March 9, 2010

So, last week was GM’s Day and this week is Read an E-Book Week, apparently. ‘What’s this have to do with me?’, you ask, well, White Wolf is offering the World of Darkness rulebook for free. I think that could be important, yes? Yes. They also have starter bundles for all the various WoD branches 20% off this week — worth checking out if you’re interested.

I’ll give it a read through as fast as I can and throw my opinions of it up here. (hopefully before the offer is over)

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Weird War II

Posted by nefchast on March 6, 2010

Taking advantage of GM day sales (Paizo, RPG Drivethru and possibly others have them — lasting till the 8th or 9th) I grabbed a PDF copy of Weird War II from Pinnacle Entertainment, which uses the Savage Worlds system. The PDF has a nice little feature using layers that allow you to disable different parts — like background graphic, pictures, etc. — to make it more printer-friendly. That’s a pretty big bonus to me. The PDF is also bookmarked for every section and chapter — getting around is quick and easy. (if it matters, the book does include a table of contents and appendix, like all good books should) I find the layout to be good, there’s not too many grammatical or spelling errors, and the art is pretty well done.

So, now that you know the quality is good (I wouldn’t mind getting a copy of this in print, if I knew I’d be able to play it), what of the content? For those that don’t know, Weird War II is supernatural horror and dark conspiracy set in World War II, mostly focusing on the Allies as player characters. (there are enough rules and information, though, that it could easily be run from the Axis point of view) I’m not going to do a step-by-step review of the chapters, or everything in the book (there’s a lot that only GM’s should know about, anyway), but I will say that this book is packed with information — especially equipment and vehicles used by all sides and branches of military. If you simply want a WW2 RPG without any supernatural bits, you can run that with this. There are roles and equipment for practically every occupation you could think of on the front lines of WW2, and even roles for civilians or resistance fighters. The book literally covers every theater of operation and everything you could want to do. (well, mostly — gamers are highly creative)

For GM’s, the book has a pretty good overview of the war and many adventure hooks based on battles and events throughout the time period. (I think I even remember reading through 3 or 4 campaigns worth of notes) A mission generator is also included and can be used for land, air and naval missions. (there’s different generators for each, using the same basic system) What else, that might not give away too much… There’s plenty of new beasts, all the aforementioned equipment and vehicles, and some new/changed edges and hindrances. Plenty of stuff to rip from and use elsewhere.

Oh, one thing I should mention — the military roles that most players will have to fill are basically classes. This doesn’t mean they can’t take various skills that they might want, but it does mean that they will have some skills required to fit into a role. From what I’ve seen, it usually isn’t more than one attribute at a certain point and two or three specific skills. The players should have plenty of points left over to customize their characters however they want, but it would be good for them to stick to a role they prefer. (this combat will likely be squad based and tactical) Also, Officers and NCOs play a large part in the game — one player will need to be one and it will be likely that the other players will need to listen and follow orders. (not always a good thing for some groups) Since this is a military based setting, rank will play a big part.

And that’s that. I don’t know if I’ll ever have a chance of playing the setting, but I found the book to be quite enjoyable and well done. If you enjoy Savage Worlds, World War II, and horror/conspiracy themes — this is a great book for you.

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