There be pictures here!

There be pictures here!
Darksiders II

Monday, October 31, 2011

Thoughts before playing Limbo

As I have decided to embrace the more creative side of my brain for a while I find myself paying a special attention to the various messages conveyed through the games I play. Typically I'd find myself analyzing the more mundane aspects of games that are consistent throughout any game such as the mechanics, what works, what doesn't work, what caught my interest, whats new about this game, etc. Meaning almost lost its foothold in my brain as I play through game after game...sometimes its just hard to find meaning in most mainstream games. So I challenged myself to search for meaning in each and every genre of game (Yes, even FPS).

I figured Limbo would be a good place to start doing this since I haven't played anything other than the demo and it struck me as a game that is just wrought with meaning. Even the art style just drips with emotion and plays a key role in setting the tone for the game and defining the universe that Limbo takes place in.

More later, class now. Just some thoughts.

Sunday, October 9, 2011

Aion over the years

Aion is something I have been involved in from the very beginning of its life and I just wanted to take a chance to look back and evaluate how the game has progressed over the two years it has been out. Originally Aion was supposed to be this groundbreaking MMO that would bring a lot of new stuff to the table for gamers everywhere and provide a solid alternative to WoW's deathgrip on the MMO market. Sadly I don't feel Aion delivered in the way people were hoping it would. Aion had a lot of good ideas that were executed rather poorly, the main thing being the grind. While each small part of Aion was good in its own respect it was hampered by a lack of content making leveling a new character extremely time consuming and frustrating. This was the reason I had to unsub for several months, it was too much of a time sink to balance with college and still get my money's worth. There were also numerous other issues with the game's pvp structure which was just messed up completely. Air combat was dominated mostly by the ranged classes and the ground pvp dominated by the melee classes, namely the assassin with its unbreakable stun lock combo'd and its already fast and heavy attacks, it left most opponents unable to even use a single skill before they were utterly destroyed. Rift based pvp also suffered a frustrating fate with the sheer number of twinks (people who would purposely gear up at a lower level and not progress in order to keep killing lower level players) they would sing all sorts of songs to justify doing this but in reality it was just a psychological cushion so they wouldn't get shredded by other players. Twinking made the already difficult leveling process almost impossible with every major leveling area being camped almost 24/7 by people who would convince themselves that what they were doing was PvP and not griefing.

So, I was a little frustrated with Aion when I left but once the summer hit I resubbed and got my first character to level 50...then 1.9 came out and changed the dynamics of pvp entirely. As I previously mentioned, the Assassin class was insanely difficult to beat if one got the drop on you and locked you up with multiple stuns. So in 1.9 NCsoft decided it was time to take a dump on them...by adding a skill for every class called Remove Shock. This skill completely changed the dynamics and strategies employed in pvp since it allowed players to escape from a single stun and gain a buff that made them resistant to said stuns for 8 seconds. Needless to say...this threw a wrench into the gameplay that the Assassin revolved around and it was no small nerf, this butchered the class almost entirely. Not trying to say I have a better idea on how to balance things but within 8 seconds of not being able to stun people most assassins would be dead before they had a chance to do much. This gave rise to a new standard of pvp...Gladiator and Sorceror dominance. With the ability to evade stunlocks these two classes became immensely difficult to kill for anyone outside of other ranged or caster classes and even now, a year or more later, they are still top tier for pvp. The way "balancing" has worked for pvp is essentially creating one powerhouse after another and leaving certain classes in the dust (Assassins and Chanters mainly).

Where has Aion gone since 1.9? There have been three more updates that were noteworthy, 2.0, 2.5, and 2.6. 2.0 introduced the ground abyss, a pvp area with new forts to siege and very little flight pvp outside of one or two areas. This was a great addition to the game for people who did not like to rift excessively or fight in the air due to the dominance of the ranged classes. 2.5 took things a step further and added new skills for each class which changed pvp even more, but for the better this time. 2.6 was a very recent update which was mostly a pve centered update so I won't talk too much about it since this is being written from the perspective of a pvping Assassin but it added more ways to gear yourself up as well as level.

Has Aion gotten better over time? You bet! It has been a bumpy road for sure and I was pretty negative while writing this but I love Aion its a great game and it has been made much more accessable to the more casual player and many changes have been made for both pve and pvp alike. Every class has a shot in pvp at this point in time and it has created a very fun, fast paced pvp environment that is in constant flux.

Where is Aion going from here? Well 2.7 is the next big step with the addition of a pvp arena for both solo and small group pvp. Aion had taken some flak due to it being centered on group pvp rather than solo but now even us solo pvpers have a place to call home. Its an exciting update that is adding more pvp gear and more pvp in general. Next is 3.0, this is the biggest projected update for Aion and people have been drooling over it since the vision trailer was released so long ago depicting epic sieges on home cities, houses, new classes, new weapons, new game mechanics, etc. From my perspective Aion can only keep getting better! Thanks for reading!
-Fest

Wednesday, September 21, 2011

Bodycount Review

Well I don't have too much to say about this FPS aside from well, its different...? Bodycount didn't really click with me and I typically enjoy hectic first person shooters and from the scores it received from multiple other reviewers I don't think it really "clicked" with many people at all. I'll still evaluate the good and bad as objectively as I can while offering some insight of my own.

The Good: Fast paced, lots of enemies, ability to shred through most terrain, somewhat imaginative transitions between levels/enemy types.
The Bad: Clunky controls, poor aiming system, almost non-existent story (somewhat typical of shooters in general), limited array of weapons to choose from.

I really hate bashing games in general just because I know someone put a lot of time and effort into making it and I really do love all kinds of games but my honest opinion of Bodycount is not a very good one. I couldn't really bring myself to play the whole game through, partially due to not wanting to and partly due to college life being busy. But from what I did play of Bodycount I found the controls to be quite unresponsive...to clarify what I mean by that, I love to get headshots and move with precision in my playing of shooters and Bodycount encourages a more "spray bullets at all dem dudes" kind of style which really doesn't revolve around tactical positioning and aiming but rather running and gunning. Bodycount's main advertised quality was its destructible terrain and the idea that there is "nowhere to hide" but typically in any given environment you'll be able to find at least something to take cover behind, such as a cement wall or steel pipe (bullets did not seem to work at all on these more solid obstacles). However when you try to take cover within houses or other various areas you are vulnerable to attack from outside enemies or enemies within the same building but in a different adjacent room. I didn't find this aspect of the game to be particularly appealing or really do anything specific for the gameplay other than make it so you take extra stray bullets every so often.

As the game progresses you receive random upgrades as you complete levels which you can activate on the fly as the special gauge refills over time. A few examples are adrenaline which makes you impervious to bullets for some reason, and explosive rounds which increase your damage against all targets. Theses upgrades are given to you unceremoniously, you don't have to find them or buy them or really do anything at all. The weapon system works in the same way as you receive a new one or two after each level. This takes a bit of the fun out of games like this as it makes it so you don't have to work for any of the upgrades they are just dolled out to you like cheap candy from a questionable van.

I didn't find time to give the multiplayer a try but I felt that the game's mechanics wouldn't support a very entertaining experience in a competitive environment like that. That just about wraps up what my experience was with Bodycount, I remain unimpressed and a little agitated.

Next week I'll be talking about either Dead Island, Disgaea 4, White Knight Chronicles 2, or one of the other games on my gamefly queue.

Thanks for reading

-Fest