Foreword (Report #004)
Another update with even more walls of text. I'm glad to have put this one out in a timely manner, though. There's a game coming out at the end of February I'm extremely excited to check out so I wanted to knock out at least one game prior to that release. Other than that this is another update where I modify my layout further, but not in any significantly visible manner other than how images are displayed and text justified... not to mention I finally took my own advice and collapsed everything I could to minimize screen real estate occupied. As always, I hope everyone enjoys the read and check out the new section at the end.
I would also like to extend sincere gratitude to ♣ Coraline Castell ♣ for inspiration and digging through her posts for some elements that would've otherwise taken me a while to dope out on my own. :)
Outlandish Junction
Some people say video games rot your brain, but I think they work different muscles that maybe you don’t normally use.
Smallest individual offering yet as far as reviews count goes, but I had to make due or I never would've gotten around to Uncharted. I have couple of other titles on the backburner, but those require longer time investment and I'm already familiar with them so I wanted to give something new a spin instead. I'm not even making a joke about having the thing on blu-ray either.
☉ Platform: PlayStation 3
₪ Genre: Action, Adventure, Platformer
☑ Release date: November 2007
♬ Soundtrack: Nate's Theme and Sir Francis Drake
To say I'm fashionably late to the Uncharted series would be an understatement at this point and it is entirely a situation of my own making. Neither of the two series that would become archetypal third-person shooters of the modern age – Uncharted and Gears of War – really interested me back in the day so I reckoned it was time to correct that oversight. Well, at least the former because I have a PS3 readily available so no, I'm not playing the remastered version.
Game opens to our hero Nathan Drake and his unlikely partner Elena Fisher, who is honestly just there to get footage for her show, getting themselves into a pickle as a raiding party of pirates ambushes them on the boat just as they were in the middle of opening an ancient sarcophagus Drake recovered from the bottom of the sea. Elena is disappointed because the damn thing is apparently empty, but our leading man looks content as he recovers a small journal of Sir Francis Drake, his presumed ancestors and this seems to be a very solid clue about El Dorado, mythical city of gold. In the middle of their kerfuffle with the pirates Drake's partner Sully shows up with a seaplane to save them and the two, after ditching Elena and thinking they can't endanger her, gather up all the clues, consider debts and embark to locate the treasure somewhere in the Amazon...
I think it would be almost unfair to just blurt the summary of the game's opening act without going into the structure of the story overall for a bit longer. This is basically an Indiana Jones adventure when you get down to it, sans the globe trotting. Uncharted is structured as a movie, but without really falling into the trap of modern games that want to be experiences and forget they're games. You have your not-really-a-rogue with the heart of gold and his mentor with financial problems who research and hit up ruins to sell what they find... which somehow makes them different from the opposing group(s) you fight in the game? I guess they're not cruel mercenaries who sell out to the highest bidder, but at their core they're kin. Game simply obfuscates Drake's and Sully's motivations with their lovable personality and charm, even Elena is presented as someone who can hold her own and no one really comes off as a stereotype. I'd wager good money that Amy Hennig was heavily responsible for the direction writing took and make no mistake – Uncharted is written extremely well, it's just that all writing is in the service of the type of game it is. Except for the villains, really. Their background with our hero is mentioned tangentially, but we the players have no idea where they know each other from. From what I understood there was a prequel motion comic released prior to the game, but it's not in the game so we'll do without.
With story out of the way let's get into gameplay and mechanics for a bit.
While age has obviously caught up with Uncharted and it doesn't look as shiny as it used to, I can safely say it still plays extremely smoothly. Those animations and fluid moment-to-moment gameplay must've been light years ahead of the time and it's no surprise series got the reputation it did on the system. Some of its problems are really endemic to third-person shooters that persist to this day such as sticky cover being too sticky or not sticky enough aka getting killed because Drake decided to hump the wall at the most inopportune time, conveniences like exploding barrels in places they really don't belong or generally fiddly controls when you need finer input. Impressive animations are all fine and dandy, but character should be equally as responsive to match them. I also recall being ragging on Uncharted for poorly realized platforming sections even though I don't really see it. Maybe because video games descended way further into handholding the player since 2007, but having basic cognitive ability to spot where you can jump by paying attention feels nice. There are puzzles, but it's mostly game giving you the solution up-front and you merely have to realize it by turning some statues around or following proper symbols.
One other thing that stuck with me were the collectibles you find along your journey in the form of ancient artifacts and relics. I like the fact game never really stops you with a tutorial popup to preach “hey, these are collectibles and you can pick them up” but instead you see something shining at the edge of your vision and go see what it is. This was how I even realized there were things to find which Uncharted then encourages by awarding you with regular trophies for each five found. Game is also loaded with behind the scenes videos/artwork which are tied into your trophy progression so if you feel like unlocking it all you have quite a road ahead of you.
Now, I've touched on some of the negatives but I should point out only real disappointment for me was the lack of enemy variety because it comes down to what gun they're using. Shotgun wielders will close in, snipers will track at distance and can instantly headshot you if you stay still too long, etc. All in all there's about five or six enemy types in the game with one late addition that managed to unnerve me, but that would be spoiling. There is also the matter of weak finale which boils down to a meager gauntlet scenario you have to go through and and equally as unimpressive final boss.
In closure, then. I enjoyed Uncharted: Drake's Fortune more than I expected. It really was a well-realized game from a period when games were less distilled to their basic points. What I mean by that is that it feels “meaty” in a sense there's equal amount of platforming and shooting, interspersed with some puzzles here and there, to not feel too focused on one thing and excellent pacing is probably the game's crowning achievement. I never felt bored for even a second.
Beyond the Rim
A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.
Before I write anything about my musings let me just say this – you have no idea how close it came for this entire part to get lost. Let's just say I'm much more careful about having multiple files open at the same time and where I write before double checking it. Started using automatic backups as well because quote above very much applies to this one.
With that out of the way this is a rather atypical update seeing as I don't consider myself much of a comics guy, and then I get hit by no less than three comics; two single-issues and one collection. I fumbled my way through and it really put a spotlight how little I know about the medium. The Space Merchants is something I had in the backlog [hyuk hyuk] for a long while so it's finally covered.
₪ Genre: Action, Adventure, Horror
☑ Publication date: September 2014
⇲ Pages: 120
I haven't checked out Witcher comics at all so with Dark Horse taking a swing at it I thought I might as well give the damn thing good old college try. This particular House of Glass volume collects all five individual issues in one neat package. Not being used to comics that I actually blazed through it on my first read... and subsequently had to re-read it. Let's see if anything stuck for the second round.
First thing first – you don't really have to be familiar with The Witcher from anywhere else to enjoy this comic. Sure, it helps but throughout more-or-less first two issues Geralt himself, circumstances of the situation he finds himself in and other characters he runs across will explain all the really important bits to you. Geralt is a breed of mutant, man-made type cultivated through a diet of various alchemical ingredients and others, with superior training in combat and magic, but also in what really defines his calling of being a monster slayer – keen sense to intuit and parse situations because not everything can be resolved by simply killing someone nor is everything like it appears to be at first glance. His kind is needed to common people and kings alike who cannot practically solve crisis involving esoteric curses, monster on the loose, etc yet Witchers are also universally reviled for their abnormality and most would do away with them if only there was a equivalent substitute to be found...
It is this common knowledge that makes the opening scene where Geralt meets a hunter called Jakob distinct because Jakob does not pull back in disgust or fear. Instead, he offers the wandering Witcher to share a meal with him and Geralt responds in kind by pulling a flask of quality wine. Things escalate when a drowner hiding in, well, nearby river almost kills Jakob and Geralt saves him, but it's the good hunter's reason for being so deep inside the forest of Caed Dhu on his own that raises Geralt's interest – Jakob's wife was killed and he feels guilt having failed her. Yet he also points back at a spot where she keeps silently staring at him from time-to-time followed by the sound of songbirds singing. He suspects something fouler is afoot and is determined to stay.
Seeing as his magic-detecting medallion keeps vibrating like crazy ever since he's entered the forest and even strongly after seeing Marta, Geralt extends a helping hand to the poor hunter and we're on our way.
I have not spoiled much, if anything, that you won't find out in the first ten or twelve pages and first issues are pretty much always setting down some ground rules, anyway. Some sacrifices have to be made. Story actually goes places, although there's a very good chance you'll see WHERE it's going with the way Witcher stories develop or by sheer fact the comic is trying to red herring you pretty hard, but at times it's also strangely meandering. Every issue is of course punctuated by something abrupt happening in the eponymous House of Glass and still we find ourselves following Geralt and others discussing nature of things almost nonchalantly. Our protagonist might be used to all of this, but others not so much yet they take it in stride. It's not really a complaint, just an obvious method to control the pace. For once I will restrain from talking about characters because it would be spoiling, though.
Couldn't agree more, Geralt.
Maybe there's loot inside?
That... makes sense, actually.
Come on, you know they were just toll dodgers.
Are those really your last words?
Art? Always one of those aspects that's very difficult [and subjective as well] to talk about due to not being able to show much to you much except out of context screen caps, but I think Joe Querio did a decent job on House of Glass. Certainly not the most mind-blowing drawings I have ever seen, but he strikes a good balance between establishing moody atmosphere with muted and drab colors with stylized and sometimes a bit too simplified character designs, mainly done for the sake of perspective. And productivity, I imagine. You can clearly see cutbacks were made on some pages, specifically when background gets sacrificed so we can get a clearer shot at figures, but this is balanced by larger sections and strips where you see just how much attention can go to backgrounds. Lack of spreads is also obvious, but considering this is not a high action work I can get around that.
I won't waste any more of your time so let's get down to the summary and some closing thoughts. Did I like House of Glass? Yeah, I liked it enough to recommend the comic to others but I would go out on a limb and recommend you still familiarize yourself with The Witcher before diving in. It is explained rather well for first-timers, but you'll get a much better idea about who Geralt is and why he does what he does beyond just the superficial.
Looking forward to checking out more of these.
₪ Genre: Science Fiction
☑ Publication date: August 1952
⇲ Pages: 186
Checking out Pohl's writings has been on my to-read list for a while now and though he didn't single-handedly pen The Space Merchants, having co-written it with Kornbluth, it was absolutely a worthwhile read with its satirical take on overt consumerism taken to the extreme in a society with uncomfortable parallels to our own contemporary world. But let's find out how much of an enjoyable read it really was.
As mentioned above it is the future and consumerism has taken over the world. Not only consumerism in its most virulent form, but also one where advertisements and companies who create them are de facto kings of the world, second only to corporations running the world proper with even governments being little than their puppets. It is such a sorry state of affairs that doing things like putting actually addicting additives into foods and drinks is considered perfectly normal and constant aggressive marketing campaigns push it as such to popular who really are little more than literal “consumers” to people making such ads. Necessities like water have become increasingly scarce and are often priced on by-gulp basis, for example. Yet, there is hope that humanity could find new virgin ground to exploit with the possibility that Venus could be colonized. Having confirmed such an opportunity exists it spurs couple of advertising companies to make the idea appealing to population at large in order to justify the costs such a great endeavor would require.
It is in such a world that we see our main character Mitch Courtenay working as a star-class copywriter for Fowler Schocken advertising agency, one that ultimately wins the contract to sell Venus to the public, so to speak. He's very loyal to the idea of Sales and full-heartedly believes his boss Fowler Schocken has the right ideas. Unbeknownst to him, though, a lot is going on behind the scenes – from Fowler Shocken's rival company looking to circumvent corporate rules of “targeted executive hits” on rival companies, ever-growing and seemingly sensible revolutionary movement that's so utterly incomprehensible to corporate world, to ultimately his own life packing a surprise or two.
I'm not sure why it keeps happening in my recent book reviews, but I find myself thinking settings always end up being far more interesting than the characters. Such is the case in The Space Merchants. Courtenay himself is rather well fleshed out, but that's sort of expected from the protagonist – problem is this comes at the expense of pretty much all other characters being tokens and never seeing much development. Hell, some even ingloriously “snap” and are promptly taken out of the story just as you grow attached to them. But to be balanced this is not all horrible bad because, and I'm not spoiling anything when I say this, The Space Merchants is a Mitch Courtenay story as much as it happens to be a commentary of a rather ridiculous world. There is certain charm and dread to a world where most of the foodstuff is regenerated, meat comes from a growing tumor of flesh dubbed “Chicken Little” and your everyday coffee has addictive properties where you need to drink two liters a day to with recommended jug on your nightstand just in case you can't get enough of it. Mmmm-mmmm.
One drawback I could level against the book is that it was too short for my liking. I wanted to see more of this world where merely going outside means packing nose plugs for the unbearable levels of smog, but you do get a very different reversal as far as POV is concerned because all we get for about half a book is the high and mighty inner advertisement company's take. Second half reveals just how utterly ridiculous and naive, to us at least, such a mindset is... not so much to people on the other side of the yoke, though. There is humor in The Space Merchants, but it's definitely rooted in satire and self-realization our protagonist goes through. Sadly, this also reflects itself in Courtenay kinda undergoing radical changes that could be justified and gradually eased into if only authors dedicated more time to them. At one point it seemingly comes off as someone turned the switch and things change simply because it's convenient for the story. That's not really a major negative and I don't phrase it as such on purpose, but I definitely felt something lacking in the characterization department for everyone involved.
Let's get to final words because I can't really talk about the book without spoilers considering much of it is a personal journey. I rather liked The Space Merchants and positives definitely outweigh the few negatives I've listed. Fascinating world , flat characters and future we can only pray never comes to fruition.
₪ Genre: Horror, Fantasy
☑ Publication date: May 2015
⇲ Pages: 32
I purposefully chose to read just the very first issue of Harrow County in order to see whether a horror comic can hook me with those initial thirty odd pages. Truth be told, I'm not sure it did such a swell job in that department, but I fully expect a horror-themed work requires certain amount of time to really spread its wings, so to speak, before it can bring all the assets it has to bear.
Surprisingly enough we begin at an earlier point in time prior to when the remainder of the comic takes place. Year is never specified but I'd wager it's most likely somewhere in the early 20th century or so, and we're witnessing a most peculiar event occur – townsfolk are burning a witch. Through the next couple of pages we get to see how she came to find herself ton the tree after folks became too afraid of her and making some educated guesses on HOW she was getting her powers and about the dark company she was keeping when local kids began to disappear. When everything else failed they resorted to burning her on a pyre. As she is burning away she cracks a smile and proclaims to return one day. Whether to mend or hurt, she will return.
That's all in the past, though. Story flashes forward to a young girl waking up after going through some intense nightmares and looking at twisted tree outside her window. She wonders what secrets this stunted tree holds and why she keeps a monstrous version of it in her dreams screaming about lies. Uneasy she tries to go to sleep again. She can't sleep.
Being both the first issue and, well, a single issue poses some problems for Harrow Country because there's a lot of really obvious stuff that makes you wonder whether something else other than expected will come out of it, but you also have to cram in backstory in there. This goes doubly because characters like Emmy and her Pa don't really get much for the reader to really feel attached to on that basic level simply because there isn't enough to generate the connection. Most of what I got is is that she's a girl on the verge of turning eighteen, she's still somewhat childish at heart and wants to maybe see the world but that would mean leaving her Pa behind on a farm all alone. Sure, you can see the potential curves and twists of the story to come based on some events that happen in the issue that her old man is trying to turn a blind eye to, but at first glance it's very archetypal.
Some rule of the thumb is you either have few characters and giv them attention or you have more characters so you can spread it out more evenly. Harrow Country kinda doesn't do either to full extent, but like I said it remains to be seen.
Now you're figuring it out?
Like a BOSS!
Ask yourself – is that really where you want to go?
Might want to consider baptizing in a church next time. Just saying.
I've seen enough hentai to know where this is going.
Painting method of choice is watercolor and Tyler Cook puts it to great use with soft earthen tone for landscapes, but I particularly like the way he employs it on characters for a layered blotchy effect. It really accentuates the shading while keeping it inviting and deceptively simple when you look at it. You'll find nary a sharp line in the entire issue. Even that one ethereal page where changing the art style for dramatic effect would've been perfectly acceptable is instead realized through appropriately outlandish color palette. The way characters look also fits into overall art style, but I'd air on the side of obvious and say their designs are somewhat bland. That's not necessarily bad taking into account the time period and locale. This is helped greatly by artist's ability to convey so much of it through characters' facial expressions.
In conclusion you might be wondering why I haven't given it a thumbs up? Because I don't think the premise is that well realized and it didn't hook me personally with all the not-so-subtle foreshadowing. Art looks great and even the writing is up there for what it is, but I'm skeptical about continuing because either A) I can tell where this is going and that's not really engaging or B) author will throw a twist or two at me just to keep it going. Maybe I'm just pigheaded for no real reason?
₪ Genre: Fantasy, Steampunk
☑ Publication date: September 2014
⇲ Pages: 72
Clocking at more than double the number of pages you expect to see in a comic Monstress had me intrigued from the start. These additional pages are certainly well used to even give couple of flashbacks as scene setters for what is happening in the present, but this never overtakes the main body of the story. This was also another case of deciding to just read the first issue to see if it would hook me. Before I dive into I guess it should be said, when you look at the writer and artist, it's not that much of a surprise to see some Asian aesthetics going around.
Let's get down to it.
We open to a nude girl with some strategic hair position to cover the contentious parts, seeing as we don't have full-frontal nudity. She has a strange symbol on her chest and is missing one arm, as well as sporting a chain around her neck as she's being paraded to a gathered score of potential buyers. She's apparently an Arcanic, but just close enough to pass for human as she doesn't have any obvious physical markings like animal ears and whatnot. All these plans fall through as she, and other Arcanics with more obvious characteristics, are “donated” to striking lady Cumaea... whoever she may be. Later as they're all being driven via coach to the Cumaea estate our protagonist Maika finds out the lady's name is Sophia Fekete and getting bought by her is fate considered worse than death for she's a scientist and experiments on her slaves. Before she inevitably kills them, that is. All this makes even less sense when you take into account that Mika CHOSE to become a slave so she can get close to someone and has a dastardly revenge plan on her stoic mind.
As far as premises go this isn't a horrible one. Cliche, but solid. It's also somewhat enhanced by two points; Mika and Sophia have a history, although one of them is unaware of it, and flashback talks with Mika's friend Tuya give partial context to how she got here. It's mainly teasing and pretty transparent foreshadowing, but it does the job of reader not feeling completely like a fish out of water. Bulk of the story still happens at the estate/laboratory as, well, I'm sure you can figure out what happens. I do wish they didn't go with a “she has a mysterious power” idea of a character but taking into account it's not all just power fantasy and there's a serious drawback attached it evens out. That also ties into Maika searching what her mother was doing and if it all ties together somehow.
But really I think the setting is far more interesting in Monstress than any of the characters or story I've seen so far. Whole thing appears to a very weird turn-of-the-century China where magic and technology co-exist with one another. Major defining aspect appears to be a war between matriarchal and technologically-driven Motherland and, what I presume because we don't exactly see much of their society, animistic and magic-relying Arcanics. There's a wall there somewhere and being on the wrong side is disastrous as you end up sold into slavery which is where the real horror happens – Arcanics' bodies can be distilled into material called Lilium which has magical properties. Or, you know, someone people just cut body parts from Arcanics and eat them. Those are the rumors, at least...
You know your comic is off to a great start when artist is covering both potential fanbases.
I wasn't aware I wandered into a slasher movie.
There's a roaring endorsement if I ever read one.
Drop the beats, you strange cat entity, you.
One individual here is seriously contemplating his poor life choices.
Tying into the above, this rich and sophisticated looking civilization is brought exquisitely to paper by Sana Takeda. She's not content to leave any surface plain and this comes through with everything looking really... textured, I suppose? Just to contrast that flashback scenes, which take place elsewhere, have a much more subdued and faded presence. Compared to some other recent artists I've looked at Takeda is certainly not trying to hide her lines and instead makes use of them for a very clearly defined look to her art style. You won't miss any details with this one
Monstress is certainly among those stories that can and should grow to become really amazing, but the foundation present here is solid and can be safely built upon with future issues. I do wish the writing was a bit better and less on the nose in regards to immediate plot, but you take what you have when there's an entire world to build and you have to a story run with. Eye-pleasing visuals, in more ways than one, certainly helped to bring me into the world and to see more of it in the future.
Pretty solid recommendation, but don't expect outlandish originality so far.
Quizzical
We never imaged people would be surprised by the news the game would require more money to finish. That section of the update was simply intended to remind people that MMOs are expensive.
New and somewhat different section where I hope to get your direct input and opinions on various subjects. Not necessarily included in each new update, though. I'm not that creative with my questions or topics. No idea how the format will pan out so bear with me and let's give it a go, shall we?
As you have probably already inferred from the quote above, our subject for this update are MMOs. Let's get a beat on how BLAEO community feels about them for a second:
- How far back does your history with MMOs go?
- What are some of your favorites? Why?
- Is there a particular reason why you’ve been avoiding MMOs altogether?
- Have you ever had a bad experience with them and never looked back?
- Which MMOs are you currently playing and which are you looking forward to?
I'll share some of my recent MMO(RPG)s I dabbled in. Just to be on the safe side I've protected names and chat logs for anonymity of all involved parties as well as for story spoilers. So no, your browser hasn't gone bonkers and blurred images at random.
⏪ What is it?
Arena Net's sequel to fantasy MMORPG CORPG that was Guild Wars, Guild Wars 2 was quite a surprise... in both good and bad, depending on who you ask. It was still a fantasy game, but this time going full proper MMORPG route more familiar to players from, well, most of the genre. It also kept the Buy2Play model aka buy the game and its yours to play forever without any subscription fee attached. Of course, there were microtransactions ranging from costumes, boosts and account unlocks like more storage, etc but none of that is really Pay2Win because of how Guild Wars 2 works as a very cooperative game outside of PvP. Speaking of PvP game also adopted old Dark Age of Camelot's RvR (Realm versus Realm) for massive skirmishes alongside more standard arena matches. It is worth noting that story also received a rather large shift towards a more direct Personal Story format with level-locked episodes to plow through.
⚫ How did I get involved?
I was a fan of the original but even back when I had a lot more free time I never really good to play it that much. It was still enough to get me hyped about Guild Wars 2 and devs were certainly saying all the stuff I wanted to hear so I jumped on couple of Beta weekends prior to release. Surprisingly enough, I was not disappointed even if there were major changes to, and I hesitate to say this, streamline the sequel for the mythical “wider audience”. Come release I skipped it because, say it with me, no free time only to buy it couple of months later, play for some odd weeks and once again put it aside. Living Story system of updates where Arena Net would release a new content patch every two-three weeks and put it a on a timer certainly drew me back, but it was mainly to check it out for the novelty and than log out. This went on for months and I accomplished very little.
⏩ My opinion on it now?
Well – Heart of Thorns expansion came and went, Living Story became Living World and temporary updates became permanent but also fewer releasing new episodes every three months or so, a lot more costumes and conveniences were added to the cash ship without compromising developer's “no Pay2Win” principle as far as I'm concerned, and PvP audience still complaints about balance or lack thereof. In a sense, Guild Wars 2 has slowed down with people clamoring for another expansion and I'm right there with them. Out of few modern MMORPGs I've played this is the one I'd be most inclined to return to simply because it avoided that vertical progression trap most of the genre tends to fall into. Gearing for proper stat progression was never a problem in Guild Wars 2 because what you had to grind for was cosmetics, whether you did PvE, PvP or a mix of both, and it was a big deal provided you wanted to stand out. If not and you don't care much for socialization this is the kind of game you can power through in a week or two. I would point that game's approach to questing by going with something like Dynamic Events really makes for a different experience compared to what you may be used to.
⏪ What is it?
Imagine you could play not only KotOR3 but also the fourth, fifth, sixth, etc. That was the initial idea behind Star Wars: The Old Republic before changes so bad they made Bioware employees cry were enforced on the project by EA due to matters of marketability. End result was a pretty much a by-the-numbers MMORPG of its time and carrying within a lot of that WotLK-era design, but most importantly it was sold on Bioware signature storytelling except this time with multiplayer so you can play with your friends. With full voice acting, no less! Sadly, game failed to retain expected number of subscribers so Free2Play model was implemented, followed soon by a pretty heavy-handed cash shop that locked or limited a lot of the functionality for Free players.
⚫ How did I get involved?
Unless my memory is playing tricks on me I distinctly remember playing The Old Republic with a RL friend during one of the Beta weekends and we really liked what we saw. Not playing afterward didn't prevent me from hearing second hand stories about what he was experiencing – varying quality of class stories and game built for “singleplayer fans who hate the MMO aspect”, but still enjoyable because Star Wars. Free2Play rolled in and I finally jumped on-board as did a lot of players who didn't feel like paying for the state game was in. Hell, I even bought couple of things to make life easier and got bumped to Preferred status which alleviated some of the restrictions. Then expansions happened and at that point I was exhausted because A) raiding wasn't my jam due to scheduling and B) caps on dungeons and gear being locked behind a paywall really turned me off.
⏩ My opinion on it now?
It has only gotten worse, sadly. If you're into Star Wars you've already probably checked The Old Republic out. If you're a Star Wars fan and play MMORPGs you're most likely already playing. Class stories are generally interesting even considering they were not created equal, but whoever said it first nailed it right in the head – The Old Republic really is played by people who are in it for the story. Last two “episodic expansions” only confirm that and broadcast Bioware also understands that's the majority of their remaining audience. Expansions you can't really buy, mind you, only get by subscribing. Cash shop seems to get most of the attention these days with gear and mount re-skins for people who get their monthly stipends from subscription. As much as it pains me to say this I'm very unlikely to ever return to The Old Republic unless Bioware actually remembers it's an MMORPG first.
⏪ What is it?
Have you ever wanted to feel really stupid? Then The Secret World just might be right for you. Third MMORPG from Norwegian developer Funcom certainly stands out and for more than just its contemporary setting compared to so many fantasy games in the genre. According to insider scoop it was supposed to be a singleplayer adventure, but Funcom management changed their mind after seeing how much Dreamfall: The Longest Journey got pirated. Like so many other it launched with a box price, but also with a subscription fee and microtransactions from the get-go. If you ask me I think the reason for game's change of business model to Buy2Play was mainly incentivized by the fact it was an MMORPG not really aimed at MMORPG fans.
⚫ How did I get involved?
Aside from a brief stint from a free trial code, as in less than 48 hours of which I've maybe played four or so, provided by a friendly anonymous person I've actually stayed completely clear of The Secret World. Which is odd because I liked both of Funcom's The Longest Journey adventures and even got Age of Conan before it went Free2Play. It simply never factored in for me until they changed the business model to Buy2Play. Then I got it and some overheating issues conspired to keep me away, but what I played briefly really impressed me with Investigation Missions ranging from brain teasers to “pulling my hair out because I can't read Aramaic” difficult. Not to say all Missions are like that, but there's enough of them around to make an impression and I was lucky to have a preference for these things.
⏩ My opinion on it now?
The Secret World has done well for itself since the transition to Buy2Play model – paid DLC, unless you subscribe, come out adding new missions and story arcs. Not all of those are the same, some being couple of missions added to existing zones while others are newly added zones with all that entails, but quality has always been there. It should also be pointed out Funcom committed to extensive engine retooling for increased performance and not so long ago even re-balanced the game on the most basic level by going through enemy's health, damage, etc resulting in much better pace, which in particular affected some areas like Egypt that used to be a huge slog. All in all, The Secret World is pretty top tier game provided you actually like what it's peddling. That being engaging puzzles, probably the tightest stories around and extensive character customization, both visually and in abilities.
Ah Guild Wars :) Happy memories playing the original series, it remains one of my favourite games, I must have done just about everything you could do in it. I’m sadly one of those that didn’t find the sequel that enjoyable, I think it was my first taste of disappointment having been so hyped up to play it when it released. I remember getting lost in that final undead area where it just felt like you couldn’t move for a few seconds without getting swarmed on and felt very empty player wise. It’s been a few years since I last played it but I think the only real highlight was how the event system worked with those monster boss fights that always seemed to draw a lot of people, the dragon ones were epic! Oh and doing those jumping puzzles with a friend were always quite amusing, especially when their internet connection was a bit dodgy on those final jumps… lol
I haven’t too much experience with other MMOs, unless you count the classics everyone must have played (including WoW, just after the release of Wrath of the Lich King). I bought The Secret World in a recent bundle as it does have positive reviews but haven’t got round to playing it yet. The only trouble is multiplayer games aren’t much help to the whole backlog situation haha!
Hell yeah. First Guild Wars was great and such a weird game even back in the day. Now that you mention it Guild Wars 2 seems to be in a weird situation where you have one group of players that plays and enjoys the game, and then this other group that can't stand the damn thing because they see it as betrayal of the original in major ways. I get it, but I've come to terms the sequel hasn't tried to be Guild Wars 1.5 and accepted it as such, though. It's still very much true to original's principles like no hassle to get loot if you want to tackle "end game" content, fashion is still king, etc. You mean Ruins of Orr or something like that? Yeah, the undead population and spawn rate was insane, but it's hardly a mandatory zone or anything. Game also has seen a ton of patches, tweaks and content additions you really have healthy alternatives aplenty.
I think almost everyone has dabbled in WoW at some point even if it was just a trial or something. Definitely give The Secret World a try when you find time, though. Like I said it's not for everyone, but if it resonates with you it'll be a one-of-a-kind MMORPG because it actually forces you to use your brain. If that's a recommendation.
Haha I’ve somehow managed to miss seeing that “betrayal” video! Yeah the massive increase in the level cap was probably the one biggest annoyance to me, that was what made the original game so great, it wasn’t a “true” MMO in that it was about levelling, it was more about tactics and the skills you chose to bring along and it also allowed for a much better telling of a story too as there were no meaningless experience quests to pad the game out. It may be nostalgia talking but the game was just perfect. Yeah you’re right about the Ruins of Orr, I had managed to 100% map complete every other area apart from the final one and never did finish the story which I think did force you to travel around there at the end.
I hear you. Inclusion of 80 levels was probably a pretty straightforward concession for the sake of progression. Getting to level cap of 20 in the original basically meant you understood how the profession worked and you had a good deal of skills available. Then the real progression began by hunting for elite skills, etc. In Guild Wars 2 you have a complete experience when you reach the level cap. More levels simply means more DINGs that makes people feel like they're accomplishing something already set for them aka like they're playing the game correctly. Not to mention that whole dual professions thing that's absent in the sequel aside from Elite Specializations introduced with Heart of Thorns which are still a far cry from properly mixing professions into your own skill build concoctions.
Specializations are a progression mechanic available to professions, which allows characters to concentrate on different aspects of their build through various traits. Depending on the character’s level, up to three specializations can be chosen, and each fully trained specialization provides 3 minor traits and the choice of 3 out of 9 major traits. Players can switch back and forth between specializations when out of combat.
In contrast to core specializations, which merely allow use of certain traits, choosing an elite specialization fundamentally changes abilities of a given profession by providing it access to a new weapon, healing skill, elite skill and a set of utility skills in addition to its own set of traits, as well as by altering or expanding on the base profession mechanic. All core profession skills, weapons and specializations are still available while an elite specialization is equipped.
It’s surprisingly difficult to explain, but expansion sure has added a lot more choices so you’re not just going down a linear progression path as much anymore.
That cat.. it has two tails. :s It probably has balance skills comparable to a superpower.
It’s nice to hear that the first Uncharted still holds up. I’ve only played Uncharted 3 myself, and really enjoyed the characters and the lighthearted dialogue. I’ll be sure to grab the whole series on PS4 whenever I’ll get myself to buy the console.
I don’t have much to add to the discussion about MMOs, as far as I remember I’ve never played any. I wouldn’t say I’ve purposefully avoided them, but perhaps I’ve been intimidated by the sheer amount of time and dedication that an average player may spend in an MMO. And I’ve never really had a group of friends that would’ve invited me into playing one, and I haven’t had motivation to jump into them by myself. And since nowadays gaming time is more limited, getting into MMOs feels even less appealing..
I don’t trust the cat. It’s too well spoken. :)
Yeah, Uncharted was great. I was surprised how well it held, even if you can see the visuals have aged on the screenshots. It's just a very enjoyable and well-rounded action adventure. From what I've heard Remastered version on PS4 is great so you're in for a treat.
MMORPGs in the last five or so years have completely shifted towards story and solo play so this is perfect time to give one a try. Not to mention all major titles offer trials or outright F2P models so there's that. You know what they say about friends: if you don't have any, get some of your own. Or was that about opinions? I forget. My only obstacle have been download sizes, though. It's kinda insane these days if you have limited bandwidth so beware.
How far back does your history with MMOs go? What are some of your favorites? Why? Is there a particular reason why you’ve been avoiding MMOs altogether? Have you ever had a bad experience with them and never looked back? Which MMOs are you currently playing and which are you looking forward to?
As far back as 2008 if I recall correctly, when I first tried out World of Warcraft. Needless to say, I’ve became addicted to it for several years :D That also answers the second question (no idea why though, I just loved the game). As I grew older, I did start to avoid MMOs, because I just can’t handle all the kids. Also: it’s incredibly difficult to find a MMO that isn’t purely PVP nowadays, I hate that :(
Not playing any MMO currently, just GWENT. I have my eyes on Throne of Lies and Catch Me, although they aren’t traditional MMOs :)
I like the formatting by the way and damn, your section about comics brought some nostalgy. If I ever stop being busy playing games, I’m gonna go back to reading comics! :)
I can't be the only one who doesn't really like how PvP became a mandatory token feature of every MMORPG released. If your game isn't built for it just don't have it. It might lead to a more focused game because you can develop more development time on other aspects. And yeah, WoW gonna WoW. It's the quintessential MMORPG most people really still go back to for reference so it's all normal. :) Also, I haven't heard about either of those games you've mentioned and they seem pretty interesting. Not typical, but those are really the ones worth keeping an eye out for.
Glad to hear you enjoyed reading the post. Funny thing is reading all three of those comics probably took me way less time than writing a single review for any of them did.
How far back does your history with MMOs go?
I don’t like multiplayer, so I don’t bother myself playing MMOs.
What are some of your favorites? Why?
Well, Skyrim maybe, ‘cause it doesn’t have multiplayer :D
Is there a particular reason why you’ve been avoiding MMOs altogether?
You have to spend too many times on non-fun activiety like learning how to play or grinding. In singleplayer you can start to ‘win’ from beginning. In multiplayer without trainings you’ll suck really hard.
Have you ever had a bad experience with them and never looked back?
Well, kinda. I tried to play on pirate servers of WoW. It’s a whole bad experience.
Which MMOs are you currently playing and which are you looking forward to?
Nah, screw them.
Succinct and straight to the point. :D
Yeah, that is an all-too common problem - you’re basically meant to “deal” with the mediocre gameplay and grind so you can socialize with people. I think a lot of the MMORPG appeal is kinda lost in this day and age because the MMO aspect doesn’t really fascinate players anymore, though. Multiplayer is basically ever-present in modern gaming.
Already a new wall of text ^^ A bit more and it will become a monthly magazine, you are prolific. And you are not the only one, I really have to dig in “Activities” to find your 4 days old post. And I still didn’t post my first assassination…
I really need more time to read all these posts :/
I maybe misunderstood but finally you didn’t use “pretentious titles” as you had said?
Uncharted games… since I don’t have a Playstation, it hurts me when I read this kind of positive article, damn you ;)
I really enjoyed the funny comments you’ve put under each of your images xD
How far back does your history with MMOs go?
Have you ever had a bad experience with them and never looked back?
Is there a particular reason why you’ve been avoiding MMOs altogether?
The 1st MMO on which I’ve put the eyes was Lineage (it’s an old MMO). A friend really liked it, but it never inspired me to join him.
I tried WoW a decade ago for a free trial. I left it forever nearly 1 hour after. After playing Warcraft 3, it was a pure total disappointment!
Since, I’ve tried to play 3 or 4 times different new MMOs, but I always got the same bad experience.
I will certainly try again in future but my expectations to be pleased are low ;)
In the same time, I’m a huge lover of MOBA (Steam put a MMO tag on these games… why??) since Warcraft 3 and its mods (DotA, Warlock,…).
In term of multiplayer games, I guess I prefer a fast progression and clear objectives than an open world filled of repetitive tasks which does require more organization than real skills. It’s hard to explain in english… I always had the feeling that due to the Massive amount of people, the gameplay is put aside because of technical reasons, and focus mainly on “social” interactions, which does not interest me enough to play these games. Maybe I’m wrong, and the MMO of my dreams is waiting me somewhere ;)
Yeah, we have a very active community here at BLAEO and some people are thankfully sane enough to avoid doing full reviews the way I write them. Pretentious titles? Oh, I meant writing Beyond the Rim instead of something like, I don't know, Off-Topic Reviews or other more descriptive subtitle. I believe my method saves time for people when they see them and think "look at this pretentious git, I'm skipping the update" so it's a win for them. Take your time with updates and get them right because if you look at my older posts you can definitely see how I kept changing them as I didn't really give it that much thought at first. It clearly just means I have way too much free time on my hands. :D
I'm amazed to hear the first Lineage is still going strong in Korea. What didn't you like about WoW, though? It's often argued that leveling is just a prelude to raiding end-game, which I can't really testify about because I never took that seriously, but lore itself was enough to keep me playing. And it was tight compared to its contemporaries because Blizzard had all that dosh to throw at the game and polish it just right. You are absolutely spot-on about the social angle of MMOs and like I said above I think that becoming commonplace with various instantaneous form of communication and other genres of games, MMOs lost their luster. There's also this weird thing when gameplay becomes more engaging, with action MMORPGs for example, it just exemplifies the grind as you're forced to do what were previously simple actions of tab targeting and hitting hotkeys on a now more involved scale because you're thinking about combos, timing inputs, dynamic positioning, etc. It wears you down mentally if you keep doing it over a long period of time.
Funny because I cannot for the life of me stand MOBAs. There’s a huge barrier to entry there that I never really got past.
Yes, I was nearly sure I didn’t understood the “pretentious titles”.
When you said “pretentious” I expected something ironic, with self derision. But until now I’ve only read your titles in a metaphorical way. I didn’t think THESE were the pretentious titles about which you talked xD
WoW, I think I had unrealistic expectations too.
It’s delicate to explain why you hate something to someone who loves it. Keep in mind it’s not my type of games.
My only memories are: I spent a bit of time to create a character, and once done, there were no introduction or nearly nothing, so not an engaging story like I enjoyed in Warcraft 3… And I think the scenery was nearly empty of characters to speak with. I think I discovered 1 guy who asked me to kill dozen of bats, don’t ask me why, I don’t remember, but ok, I went to. And then the fights… The why I’ve left the game. I stood front the bat and clicked, waited, clicked, waited, clicked… I was barely required to be behind my screen. I tried imagine the game with more skills to click, but it didn’t help me to continue.
I had played several Blizzard games: Starcraft, Warcraft 2, and Warcraft 3 (which had mods in which you could go far beyond of STR) and all these games were really good and better than the previous. At the time, WoW was so successful, maybe I believed it could only be a great game…
In your sentence :”[…]with action MMORPGs..” till “..you’re thinking about combos, timing inputs, dynamic positioning, etc.”, I 1st believed that you described a MOBA ^^.
It’s what I like in MOBAs, in addition of buying various stuffs and learning different new spells, you have to pay attention to everything around you and sometimes react in a blink of an eye. You must target with your spells manually, so it means you can dodge too. You have to think with the scenery in mind, the heroes that you can’t see, etc…
All these things that I never encountered in a MMORPG :/
I get what you mean. :)
Problem is that’s your quintessential baseline MMORPG experience - you really are just behind the wheel half-asleep and people generally multitask while playing them. Modern MMOs are making it more engaging by speeding up the process, adding more variety, and others but it’s still what it is. As far as story and lore go you’re meant to take them it through osmosis as you play and read quest dialog, snippets of documents, etc. I can see why you’d dislike it.
In my opinion that works for MOBAs because you have these intense ~40 minute matches where you have to be on top of your game. You’d go mental if you were required to do the same for hours long sessions when you play MMORPGs.
You confirm what I thought about the story.
MMORPGs in multitasking, interesting idea.
For long sessions of MOBAs you just become bad and slower, as far as I know I never went mental ;)
I read somewhere there are competitors of MOBAs who take drugs during paid competitions to stay highly reactive… Crazy, isn’t it.
I got into WoW during vanilla and barely played until some time into Burning Crusade when I completely got out of it, having joined likewise for Warcraft lore coming strong after Warcraft 3 and building so much on top of it. Problem with MMORPGs is that they're generally built around time investment which means you need something to keep your players occupied so grinding became the norm. I think that's honestly been changing ever since subscription MMOs seem to have went out of style with few holdouts still active because they have the brand name power to hold onto subs. Not to mention the rise of F2P in the west also did a job on them.
It's difficult for me to even imagine what it must be like to play MMORPGs, games built on social interaction and cooperation, with strong society anxiety, though. Glad you still found WoW enjoyable despite it.