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Month: July 2013

Wildstar: Revisiting some ideas blended with new ones

Here we have a new game coming upon the horizon.  Wildstar catches my eye almost immediately for t he tongue-in-check characterization and evil villainy.  I swear I watched this cartoon some years ago.

Bundled with the bright colors World of Warcraft was known for will be action-combat, secondary class mechanic choice and <gasp> player housing.  I’ll touch on a few of these points, what so we’re sure to be on the same page later when I say “OMG, this is AMAZING..”

Action Combat is new variation in the approach in gaming.  Where you can dodge the big red ring of “OH CRAP”, you can sing and dance your way through combat as you wish.  Where you’re not arbitrarily locked to one place to finish casting your magick spells.  It’s there in Guild Wars 2 and some other games where it shakes up the conventions nicely.  The downside in some games is that you -have- to move a lot to avoid getting trounced in combat.  It remains to be seen how bad Wildstar will be but in exchange for quality character animation I’ll happily endure the never-ending Dodge’em Up.

Class mechanics are an animal I study in every game I play.  It’s almost scientific study with the subtle variations in character development having their own nuances and offshoots.  Here in Wildstar you’ll pick a basic class what dictates how you trounce monsters and a profession that dictates what kind of quests and content you’ll encounter.  If you go soldier, you’ll see a lot of combat missions and very few exploration, or so I’m reading.  An interesting system as they’re tying in armor rewards and abilities to people who delve deep into their profession missions.

All in all an interesting sounding experience.  The two great questions arise.. How Much and How Soon?

 

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D&D: I don’t know what we’re doing, but I’m certain i’m not prepared for this..

And there we were, standing on a tower laden with five ballistae each capable of oblitering my team six ways from Sunday at least a half dozen times.  Each ballistae stockpiled with ammunition that would spell out the aforementioned doom should any one of them detonate via sharp impact or fire.  Being a aptly prepared wizard I did what I do best.. Edged what I’d call a leaning lightning bolt down a narrow 5ft line through five ugly dudes I really wanted to take off the battlefield.

They responded in kind by one of them trying to stab me with his impromptu spear at great disadvantage.  I did my wizard thing with a spell called Mirror Image which always seems to amaze the DM.  So several rounds later when the Barbarian had enough of the fight and the Ranger’s player, eager to recycle this character to the Great Beyond, exchanged what would be described in-character as a knowing look I started to panic a little.  The barbarian, who I’d Hasted as a means of empowering us to kick even more butt, rushed me and picked up the fighter and myself as he ran us like a linebacker hauling groceries over the edge of the tower, down it’s side and out into the forest some 100ft beyond.  Then the tower blew up.

I did that math.  That was a scary fight.

Post Update: As the Barbarian is rushing over the side of the tower I remark “Wait.. what about my Clone!?”

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CubeWorld – Minecraft redux?

I liked Minecraft.  A lie, in it’s simplest form.  I love Minecraft.  There are times I like nothing more than to roam and explore and Minecraft does that perfectly.

Cube World was being built as a “hey, this is fun but here’s something slightly different” at one point.  And then Mojang brought that guy/team in-house.  They’re still building it and it’s in Alpha but it’s very playable and from what I hear and see very amazing.  Like.. “I totally don’t see why this isn’t released yet” good.

There are a lot of videos out there, I suggest you pull one down and watch it.  If you liked Minecraft you’ll probably love Cube World.

A word of caution, they were under a DDoS for a bit and the site/store had a realm of problems staying up.

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Elite: Dangerous – 2014

..and I look forward to it.  I never played much of the original.  It was too early in my cognitive development, bedecked in details and structure and mechanics that I wouldn’t be able to grasp for nearly 10 years.  By then it was too late.  But I remembered the level of detail like scraps of legend about Manticores dwelling along a mountain road.

Procedural map, changing trade lanes and a detailed first person control schema.  It was hard.

I haven’t read into it heavily now that they’re rebuilding it using new computers and bringing us a quality successor to the classic game.  But i have my hopes.

Elite: Dangerous is to be a first person game with multiplayer where you can fly the galaxy, see strange new stars and get shot at by pirates while hauling precious alien brandies.

http://elite.frontier.co.uk/

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