[The Secret World] Open(ish?) Beta Weekend

FunCom’s ‘The Secret World’ has a rather interesting premise. It is set in the ‘real world’ with one major difference. Almost any Templar-esque conspiracy you may have heard is true. Monsters do live in your closet and under your bed. And sometimes, they really are out to get you.

This intrigued me enough to make it an instant pre-order in my mind for quite some time. Then they made the mistake of revealing gameplay videos. :P

I say mistake because they demonstrated an overwhelming lack of physicality to movement and combat in the game. Sure, we’re used to somewhat floaty animations that clip through other objects in nonsensical ways, but The Secret World seemed to take this to a whole new level.

As much as the premise of the game seemed great and as good as the environmental effects seemed to look, I knew that the combat was going to frustrate me.

Well, I was pretty sure, anyway. Sure enough to reject the idea of pre-ordering and thus I’ve not been a part of any of the recent pre-order only weekend beta events.

This coming weekend (Saturday 23 June 2012) the restrictions have been lifted and it would appear that anyone who ever expressed interest in the game has been granted not only a key for themselves, but a key to gift someone else with as well.

So I’ll take the opportunity to check it out this weekend and see just how bad it is in practice, and if the rest of the game might even make up for it more than I anticipate.

If anyone else is keen to do the same, drop a comment and I’ll send first person in the spare key I have. Make sure email address is valid, as I’ll use that to be in touch with you to provide the key. :)

[Guild Wars 2] Playing the Beta Blind

By which I mean to say going in without looking up how things work or what any given class or race can do. Not that I tried to play with my eyes closed or without sight in the literal sense.

For any MMO I’m thinking about trying, this is my preferred method now. It isn’t enough to recapture the full essence of naïvety and innocence one possesses when entering an MMO for the very first time, but it’s about as close as you’re going to get.

I couldn’t help knowing some things about the game beforehand, I’d seen the odd video of course and heard a bit to piqué my interest in dropping down the dollars they’re asking, but there was still much that surprised me.

Character Creation

Three of the five possible races are available for the beta — Charr, Human and Norn, with the Asura and Sylvari remaining locked away for launch — and all 8 classes are available.

Guild Wars 2 - Norn Thief in Starting Area

My Norn Thief, not much smaller than the mountains. Not shown: Flitting about in the shadows.

There doesn’t appear to be any race/class restrictions, which leads to some amusing combinations such as a hulking giant of a Norn flitting about in the shadows as a Thief.

I rolled three different characters for the beta — the aforementioned Norn Thief, a Charr Engineer and a Human Ranger. Of the three I think the Human Ranger wins out as my favourite; both for the starting zone and the class itself, but I am getting ahead of myself here.

The character creation process is more than just dying your clothes and setting your height and whisker density. There are life experiences and loyalties and conversation styles to be picked! Some of these have an obvious and significant difference to your characters story right from the outset. I don’t think that the character stories will go quite as far as SWTOR did with every class having its own story, but it’s a welcome touch nonetheless.

Combat and Character Development

The combat is quite satisfying, blows appear to connect and there even appears to be some basic collision detection between strikes and their target. If you unloose a volley of shots against something, and some other nasty wanders in front, they will take the brunt of the attacks rather than having them magically sail through.

Guild Wars 2 Combat -- Engineer Knocked on Ass

Not actually rolling; knocked on his ass from a powerful shot from 2-h rifle which knocks both yourself and your target back from the point of fire.

On top of that, there is limited ability to dodge and roll while in combat and evade strikes. It is limited in that you have an Endurance bar which — in combat, anyway — replenishes slowly. You’re best off saving the ability to roll for bigger strikes made against you, although it can also be handy say, if you’ve just snared or trapped your target and you want to roll backwards for some quick distance.

Character development starts off feeling quite swift, as it comes independent of leveling as you learn new weapon abilities.

When you pickup a new weapon (or weapon combination) you may only know how to do one thing with it. Shoot it. Throw it. Stick pointy end in nasty thing. You know, that kind of thing.

As you do more of these actions, you’ll see the next skill on the bar begin to light up and before too long, you’ll get a mini-ding type message on screen telling you you’ve unlocked the next ability of killing-stuff-in-nifty-ways.

Guild Wars 2 -- Fighting a Shaman (Boss)

Group Fight! Taking down an elite/boss 'Lava Shaman' and his crew.

Those take up the first 5 of your action slots for two-handed weapons, or first three for main hand and next two for offhand. The Thief class particularly impressed me with the combinations available, as wielding a Pistol MH / Dagger OH was not the same as wielding Dagger MH / Pistol OH. One of the class ‘things’ for Thief actually is that their #3 weapon ability is decided on entirely by what weapon combination (and what order) you have equipped.

Once you have finished unlocking one full weapon set, you can begin work on another if you like. This carries you quite well through the earlier levels where each level-up is not — on their own — particularly significant.

From Level 7 you begin unlocking additional skill-slots on the right-hand side of the bar. You can then spend skill points on various abilities to put there. On my Engineer, I unlocked options such as a Machine Gun Turret and a Shrapnel Mine. Other options I saw — but haven’t as yet unlocked, but nonetheless took my interest — included things like Grenade Packs which replaced your main weapon bar with Grenade options while active, and a Healing Turret which you can actually unlock earlier now that I think about it. The Healing Turret slots into #6 which is actually ready from the start, but required 3 skill points to unlock, so I stuck with the default self-only heal for a fair while.

Sound and Visuals

The sounds of Guild Wars 2 are for the most part quite impressive. Where it falls over is the sometimes… well… awful voice acting that just makes you want to curl up into a little ball and rock back and forth until it stops.

Which is not to say all the voice acting is bad, in fact some of it is actually quite amazing and you may even recognise some familiar voices in the mix. I picked up some from Mass Effect in the Charr area for sure.

Guild Wars 2 -- Human Start

This shot more than any other I managed to take seems to capture the 'Painterly' art-style ArenaNet was aiming for with Guild Wars 2.

The Music however makes up for anything the odd voice may subtract. It will keep me from muting the game entirely for ages to come, I suspect. I heard blends of the original Guild Wars track here and there of course, but also strands reminiscent of the notes of Neverwinter Nights and perhaps even the odd Morrowind refrain.

These impressions came to me the strongest in the Charr lands, followed closely by those for the Human areas. The Norn area at times seemed oddly silent to me, although whether by intent or simply because the ‘Work in Progress’ banner which flies up at every opportunity is actually meaningful in some areas, the silence wasn’t without a music of its own while up high in the mountains.

The visual style of the game is reminiscent of the original Guild Wars with quite high colour saturation, very bright, very airy.

However where Guild Wars 1 seemed to be shouting, ‘Look at me, for are I not pretty!’, Guild Wars 2 seems to have become a little more refined. No less pretty to be sure, just much more quietly and self-assuredly so.

The painterly style of the game works very well in my opinion, for both the close-up detailed shots and for the distant vistas you are often privileged with.

Guild Wars 2 -- Divinity's Reach, the Human Capital

Another shot displaying the art style of the game, taken right near the entry-way of Divinity's Reach, the Human capital.

Overall Impressions

I guess the ultimate question is — did I have fun? Or rather; was the fun I had enough to warrant the cost ArenaNet are asking for Guild Wars 2 and will it last.

Starting easy — yes, I had fun with the game.

However, I spent much of my time at work this weekend and while of course I pined to be back at home rather than there, I didn’t pine specifically for more Guild Wars 2 time.

Sure, I took it as I was able to, but there was no compulsion to play … of course, that may also be a symptom of having reigned in the more addictive aspects of my personality a little. :P

It could also be reflective of the fact that as much as I try to deny it and rail against it, that I might just be done with MMOs and their ilk.

I guess it comes down to the fact that I certainly did enjoy the time I spent with Guild Wars 2. I did. I’m not in any hurry to demand my money back and the distinct lack of any ongoing demands on my finances in the way of subscription fees certainly appeals to my need for a more casual style of play without feeling like I’m wasting my sub.

If you are still quite keen in the MMO style of play I think you’ll find plenty to be excited by in Guild Wars 2. Some of the battles are really quite epic, even from the outset, and the play is freshened by the ability to dive away from danger real-time.

I could see myself getting to max level on at least one character, beyond that, well, I guess we’ll see! :)

Guild Wars 2 -- Earth Elemental on the RiseGuild Wars 2 -- Earth Elemental on the Rise

[Diablo 3] Use of the Auction House

Diablo 3

There has been some complaint about the rather basic-seeming functionality of the Diablo 3 auction house — although perhaps not as much as there has been about it’s mere existence in the game — but I have to admit that I have come to appreciate the functionality it has on offer.

At least from a purchasing perspective.

I don’t really question the fact that it still has a long way to go as a sales tool. You can find the information you need to judge price points for items you wish to sale, but it is a rather manual process unfortunately.

I want to hit three main points surrounding the Auction House, but not all within this post. This post will tackle the first:

  1. Impact on Game Difficulty
  2. Buyer’s Guide to the AH Interface
  3. Seller’s Guide to the AH Interface

This could grow to a rather lengthy post even handling one point at a time, so I’ll include the rest after the break!1 [Continue reading]

  1. Although RSS Readers should view the whole shebang if I’ve set this up right. Please let me know if this is not the case for you. []

[Torchlight 2] Belated Beta Impressions

So, I’ve been a little naughty and neglectful of this one. I’m sorry, Torchlight 2! I have been awaiting your arrival avidly for quite some time. True, when I finally grasped the beta in my hot little hands the weekend prior to Diablo 3′s launch, we played our hearts out. But then I cast you aside and never spared a glance backward.

You deserve more!

Because, Torchlight 2, you are brilliant. Many of the issues I had with the original Torchlight have been given all due care this time around. The difficulty feels to be on a much more even keel, and in line with what you select during character creation right from the get go. The item drops seem to be more appropriately keeping pace with your character, heck your character seems to keep better pace with the content.

Then of course, there is the fact that we gain access to Multiplayer this time around.

The beta is finished now, it stealthily closed up shop May 24th1 and I missed the closure. Thankfully I had completed the beta content on at least one character already.

I played through as an Engineer, hitting things with much gusto and really quite heavy-looking two-handed weapons. The weight and power behind every swing was already something Torchlight 1 accomplished reasonably well, but Torchlight 2 is at another level altogether. Even between the subtypes of 2-handed weapons – Maces, Axes, Swords, Ginormous Wrench-like things — the swings and damage profiles are remarkably different.

Swords swing in arcs before you inflicting relatively (but still satisfying) low damage per creature but in a wider area. Heavier maces swing up, over and down crushing the brain-cages of fewer things to be sure, but come now, it crushes them.

I suppose then, it is fair to say that I am still exceptionally excited about the final release of Torchlight 2. Runic Games have really nailed the feel of a good ARPG, one good enough to rival Diablo 3 on many fronts and depending on your personal feelings even surpass it. Torchlight 2 will have a ‘proper’ Singleplayer mode, in that you will not at all required to be online to play. On the Multiplayer front, you’ll have the option to play over a LAN if that tickles your fancy.

Hopefully we won’t be left wanting much longer! :)

 

  1. It was probably announced quite extensively if you were actually looking at TL2 instead of being Diablo 3 obsessed, I suppose []

[Diablo 3] The Higher Difficulties

Diablo 3

What the- there’s a mouse cursor in that picture! How did that get there? And how did I manage to miss it while editing, putting the text in, and then resizing it about a million times in this post until I realised that this theme auto-resizes it anyway?1 Uh. Well, anyway. *glares at the cursor*2

So yes. I’ve been quite enjoying Diablo 3 and thanks to what may appear to be a strategically timed week off work3 I actually managed to keep up and get a good number of hours into the game while kids at school and wife at work.

The group of friends I’ve played with and I breezed through Normal for the most part. That is not the say that the difficulty didn’t increase — it does. We had… a few deaths in normal, to be sure — but for the most part the difficulty gradient was relatively smooth and unsurprising.

Diablo 3 - Screenshot (Act 3)

Just me and my ally, bein' all king-of-the-castley!

Hit Nightmare: Holy crap, we’re all going to di- we’re dead! Guys, it killed us in like 4 hits!

After a little time adjusting to the new champion and rare attributes — curse yoooou Arcane Sentries — and getting a little gear from the trash mobs and rares that we can kill and things click into place and we roll along no problems.

This makes us feel like the bad asses depicted in the videos as per the above shot.

This is made all the better by there being a true sense of skill in play starting to emerge here, we duck and weave through sentry beams, use Serenity strategically to withstand a plague puddle long enough to pick-up the kill, warp around the screen using Seven Sided Strike to avoid catching Frozen blasts, and more.

Hit Hell: Ok, we’re ready this time! We stacked on Vitalit- we’re dead again! What even was that? Did anyone even see it?

Creeping, creeping up the screen we see it. Vampiric, Fire Chains, Desecrator.  And it’s those little digger blighters that are naturally fast. Cheating! The game is cheating and giving things four mods in Hell! Luckily, nothing gets Arcane Enchanted naturally.

It was around this point in time that the auction house became really quite an appealing option from a purchasing perspective. Previously I had only been selling the better items I came across that none of our group had any use for.

It helps a great deal, and breaks us past Act 2, Oasis which had held us back for a little while.

There is certainly a bit of a, ‘You must be this high to ride’ vibe going on at this point. A bit like requisite gear levels for raids (and certain heroics) in WoW I suppose.

Yet even so, that feeling of skill progression is also coming along. Things are clicking and we blast through from Act 2 to Diablo without any significant problems. Not in one sitting, mind. But you know. Anyway, Diablo we actually did wipe on once, which was eye-opening. The end of act bosses had been almost disappointingly easy in comparison to their rare and champion counterparts.

Diablo though… Goodness. He hits like he means it. Still! Second try, downed, and excitement is thick in the air!

Hit Inferno: Dead! What!? I haven’t even finished typing in my password to login yet!

Ok, not quite. But geez, they were not kidding when they said Inferno was going to be rough! Trash mobs can and will kill you if you’re not careful. Life as a mêlée character is intriguing to say the least. Finding Champion and Rare packs are an experience you simultaneously hope for and dread.

When you find one, unless you get a very forgiving combination of attributes, you’re probably in for a string of deaths.

Diablo 3 Screenshot -- Act 1, Inferno

Not Pictured: The running away crying that followed, along with the subsequent Vortex cast which landed me in the middle of the lovely desecrate patches.

We’ve made progress though. Got the Skeleton King pretty much on farm mode, along with the Cathedral leading up to him to get to 5 stacks of Nephelem valour. The picture over on the right was my attempt to progress further.

It ended badly.

Sort of. I mean, I did get further. I’m just not convinced I made more gold than I spent on repair bills. :P

Suffice to say we haven’t really adjusted to Inferno yet. This is OK, Blizzard said that each act of Inferno would be almost like a self-contained difficulty level, each building on the last.

The adjustment period for Inferno has probably surpassed the length of time that Hell took now, but I feel like we might just be on the cusp of a break through. Perhaps not as big of a one as we had for Nightmare and Hell, but that’s almost something of a given.

On the other hand, I guess I’m a little worried about the fact that once my cooldowns run out, I’m a dead man if the enemy has any means of trapping me or calling me back to them. I don’t see stacking Vitality or even Vit + Protections sufficiently high to be a viable strategy either with just how insane the incoming damage is, but I know there are people out there who have already beaten it.

Will just have to see!

Oh, one final thought: Skeleton King on Inferno is an absolute blast. Man have they tuned that fight well. It feels so much like a raid encounter from WoW in certain respects. It’s very much an execution fight, albeit a simple one.

When he lifts his mace in the air and laughs? RUN AWAAAAY. Don’t be anywhere near him until those sweeping strikes are done — since they’re almost guaranteed to kill you — then go back in to lay some hurt down.

If you can master that4 then the fight is a cinch! An adrenaline fueled, edge of your seat, one at that. Three players made this fight easier than just two or on your own even, since in a three player setup you can practically guarantee at least one person being available to drop a ninja res.

With two it is much more difficult, just you? Don’t mess up man! *glee*

  1. Seriously, try adjusting your browser width in and out! []
  2. I can’t see anything else now! []
  3. I planned the leave before I even knew the release date, I swear! []
  4. Well, that and making sure you’re keeping on top of the add spawns, rather than ignoring them like in earlier difficulties []

Hello You Guys!

Hey! Hey everyone! I got a new blog! I apparently even learnt a lesson from the last two outings. ((Tank'n'Tree and Fun in Games)) That is that I'm inevitably going to go self-hosted in the end, and migrating blogs from wp.com to wp.org blows. This … [Continue reading]