Showing posts with label ARPG. Show all posts
Showing posts with label ARPG. Show all posts

Tuesday, October 1, 2013

Review - Dust: An Elysian Tail

Dust: An Elysian Tail
PC (reviewed), Xbox Live Arcade
Action, Adventure, RPG, Platformer
August 15, 2012 (XBLA)
May 24, 2013 (PC)




The Preamble
Here's one I left off of my "I'm Back!" post. Which is strange since it's actually the one I finished most recently. At any rate, after so much shooting (Last of Us, Metro: Last Light, Saints Row: The Third) I needed some RPG goodness, and why not throw some platforming in there.

Dust: An Elysian Tale is an action-RPG, originally released back in August 2012 as a Xbox Live Arcade exclusive. I heard loads of good things at the time, but for one reason or another, didn't get a chance to play. Luckily, the developers have been hard at work porting it to PC, which was released in May of this year.



The Overview

Dust: An Elysian Tail takes place in a world called Falana, inhabited by a plethora of anthropomorphic animals and monsters. You awake as Dust, a blue animal (fox?) out in the middle of the forest, accompanied by a living, floating sword, as well as a small wombat by the name of Fidget. Dust has no recollection of who he is, how he got here, and what his purpose is. So, of course, your quest leads you along that path of self discovery and unraveling of the past.


It's not a bad story, but it's nothing extraordinary. The mix of the strange anthropomorphic creatures and, at times, obnoxious voice acting, makes for a fairly cringe worthy storytelling experience. On the upside, the combat is pretty fun, at least for a while. And the developers kept it kid friendly, so gamers of all ages will be able to safely enjoy the game.

As for the game itself, Dust is a mix of action RPG, beat-em-up, and metroidvania all clumped up into a single game. While the RPG elements lack a bit, and the combat can get old after a while, it's still a well made game in a lot of respects.

The Good
  • The game is really beautiful. Vibrant colors and fluid animations make for one of the more aesthetically pleasing indie experiences I've had in quite some time.
  • There's a surprising amount of content. I spent 15 hours with the game and didn't really even near 100% completion. There's a lot to explore, and many hidden treasures to find.

  • While the voices got on my nerves a bit, the writing and voicing overall is well done. It's not the most compelling or unpredictable of stories, but it's also not bad. Assuming it's aimed at a somewhat younger audience, which I think it is, I was impressed by the story arc.

The Bad
  • While the gameplay elements that are present are good, there simply isn't enough here to keep you interested for the entire game. You learn a few abilities initially that end up being your bread and butter for the entire game. 
  • While new abilities are unlocked throughout the game, they are purely used for accessing different areas of the map (e.g. sliding, climbing walls, etc). There isn't a single modification to the combat mechanics after the first 30 minutes of the game, making combat extremely repetitive.
  • The RPG elements are very weak. Outside of the levels and stats, there's no skill progression and loot is extremely basic. If they could have added some combat skills to learn as you go, it would have improved this game a ton. I mentioned above that there's a lot of exploration and treasure to find, which is true, but the treasure is almost entirely gold and food (to restore health), which makes the hunt far less interesting. Where are the phat lootz!?
This is about the extent of character customization.
  • I allude to it in The Good, but the voice acting leaves something to be desired, to say the least. Some of the voices are fine, but others are annoying almost at a Claptrap level. This is a good example of a time to go the Nintendo route, and make the characters mumble, with accompanied text for the player to read.
Fidget... One of the most obnoxious characters I've encountered in a while.

The Conclusion
If you're looking for a game with exceptional art, Dust is a game you should check out. If you're looking for a unique action RPG experience, that will keep you engaged for the entire game, I would look elsewhere. The game has a ton of potential, but falls flat in too many aspects. Hopefully we'll see some improvement if sequel comes along.

Wednesday, May 8, 2013

Review - Mars: War Logs


Mars: War Logs
Windows (reviewed), PSN & XBLA TBA 2013
Action-Adventure, RPG
April 26, 2013




The Preamble
Mars: War Logs came out of nowhere for me. I woke up on Saturday morning and it was looking me in the face on the front page of the Steam store. After watching the trailer and getting a sweet, cyberpunk, Riddick/Witcher vibe, I was pretty much sold, especially for the very reasonable price of $19.99.

I breezed through the game in six days, spending about 15 hours in game. While Mars: War Logs is certainly no game of the year, it was a fantastic surprise to get a character and story driven action RPG like this out of the blue.


The Overview
Mars: War Logs is set in a futuristic, cyberpunk Mars, rife with conflict between warring water corporations, fighting to take control of the most precious resource on the red planet. 

Thrust into the middle of this is you, Roy Temperance, a mysterious multi-talented badass that is stuck in a POW camp while two of the biggest corporations, Aurora and Abundance, duke it out to see who will control the future of the planet.

Mr. Roy Temperance.
You'll get the full action RPG experience with Mars: War Logs, including many companion characters to meet and fight with, meaningful moral decisions to make in dialogue, a plethora of side quests, three unique skill trees, tactical combat, armor and weapon customization, and crafting. You get the full package!


The Good
  • Escape missions are badass. I loved The Chronicles of Riddick: Escape from Butcher Bay, and the first third of this game brings back that feeling of suspenseful escape in a big way.
  • Original setting and story. Okay, it's Mars, which doesn't seem very original on the surface, but the world is surprisingly well imagined. It's steeped in a good deal of lore that you can read through as you explore the world, giving you a great sense of the conflict at hand, and how these water corporations have come to power and shaped the Mars that you inhabit in the game.
Yes, there are massive, multi-mouthed sand beasts to fight.
  • RPG elements. Good RPG elements can make or break a game like this and thankfully with Mars: War Logs, they're great. There are three distinct skill trees, a decent crafting/upgrade system, lots of material gathering, tons of side quest content, and a great deal of dialogue mixed with moralistic decision making for the player. It's sort of a mix between The Witcher/Witcher 2 and Mass Effect in regards to RPG elements.
  • Interface. So many great games screw this up. The Witcher 2 and Far Cry 3 are just two recent examples; countless others have detrimental, non-intuitive, cluttered user interfaces. Mars: War Logs does not! Fast navigation, intuitive design, cohesive layout... I was immensely impressed with the interface in this game. 
Everyone knows copper pipes are the best.
  • Combat. It's a blast. Rigging copper pipes with razor blades and leather grips, then dodging and dancing your way to victory using tactical melee combat techniques is awesome. It feels a little rigid at times (see below), but overall I really dug the combat all through the game until the credits rolled. It's very Witcher 2 like, again with a mix of Riddick in there.

The Bad
  • Voice acting. It's baaaaaaaaaaad. Really, really bad. I don't know what these people were doing, or if they have reading problems, or what. The intonations are almost always completely off and lines are misspoken on a regular basis.
  • Combat targeting. While combat is good overall, there's definitely some wonkiness to it. Targeting is sort of a pain to manage because of the control scheme, and this results in some minor frustration, especially in harder difficulties.
  • Mars: War Logs?? WTF kind of title is that for a game? It sounds horrible when saying it out loud. This has nothing to do with the quality of the game, but come on, that title sounds like shit... literally.
Maybe lumber is a popular resource on Mars? I don't know...

The Verdict
For a $20 dollar game that had absolutely zero marketing and seems to have come from a smaller development budget, I think this game does a lot of things right. Sure, it has it's problems, but I think if you're looking for an action RPG with a fresh and new setting/story, solid gameplay mechanics, and a nice price tag, I'd highly recommend giving Mars: War Logs a go. 

Thursday, March 28, 2013

PAX East Diary 2013 - Day 1



Preamble


Well, it would have been nice to post some PAX stuff day by day, as it happened, but I would have missed out on so much if I would have taken the time to do that! So I'm sorry for the delay, but really... I'm not.

Even if it's a bit late, I'm going to give you the day-by-day breakdown of my visit to PAX East 2013 this year. I think it's safe to say that this was one of the most successful PAXs for me personally, as I got to check out just about every panel and game that I wanted to see and more, plus got to meet and hangout with a lot of new and awesome people.


Day 1

Yeah. It was a good day.

Blizzard

The day started a little rocky with a botched attempt to see the Blizzard announcement at 10AM Friday morning. I should probably mention that this was my first PAX East, and while I knew it to be popular, I wasn't sure how it would compare to PAX Prime in Seattle. Foolishly, I figured it would probably have far less people. This resulted in being a little too far back in the line to get into the Blizzard panel.

And this was the overflow line...
This disappointed me at first. The panel description gave the following information:
“Blizzard has a little something new, and they're bringing it to PAX East! It's different from their other games, so it's not a sequel, expansion, or that rumored next-gen MMO. Be among the first to see what the legendary development studio has been working on in this presentation.”
Needless to say, I was intrigued. While I had assumed that this HAD to be a MOBA competitor of some sort, I was left watching Reddit and Twitter, awaiting the announcement.

It didn't take long before the posts and tweets started flowing in. Blizzard's big announcement was a micro-transaction based, Free-to-Play game entitled Hearthstone: Heroes of Warcraft. Don't let the name fool you, it's no MOBA. In fact, it's a CCG! That's right... an online collectible card game. Not exactly what I was expecting, and certainly not what I was hoping for, but hey, who knows.


I didn't get too many details on this as the line to the booth was crazy long, and to be honest my interest had been waning from the moment I heard it was a CCG. What I do know from watching some gameplay is that the game is very Magic: The Gathering-esque (surprise, surprise) and graphics-wise it looks more or less like a budget browser game.

I heard from another attendee that the game will involve buying (with real money, of course) the equivalent of MTG booster packs for the game. Meaning, the online cards you purchase will be randomized, which will inevitably result in you wasting entire paychecks on the game. Sorry Blizzard, I've done that too much with MTG already.

Now, all of that being said, it's impossible to judge the game yet. I'm sure I'll give it a go when it goes live, and give a thorough review at that time. Until then, you can check out the game and all the information Blizzard has on it here.

Indie Journalism

My plan for Day 1 was to spend almost all of my time checking out panels, so after the failed attempt at the Blizzard panel, I was off to the next on my list. This happened to be a panel entitled Games Journalism in the Age of Independence. If you're reading this now, you are probably happy that I attended some journalism panels as my writing is questionably acceptable, I'm sure.

The Panel
Justin Amirkhani – Writer – GamerUnplugged.com
HipHopGamer – Owner – HipHopGamerShow.com
Neal Ronaghan – Director – Nintendo World Report
Kyle McIntosh – Curator – GoodGamesWriting.com

I found this to be an interesting talk, as these are people who are doing what they love in an industry where many, many people are attempting to do the same thing. But these folks, in their own individual way, have managed to make an exceptionally original go at it, and (in many cases, after much failure) have reached an admirable level of success. At the very least, they had such diverse stories to tell, it was both inspirational and informative.

Justin Amirkhani, after dabbling in traditional games journalism decided to step out of the box and hitchhike across America, visiting game development studios along the way, and of course writing about the trip in the process. He had a good enough following at this point to get the endeavor crowd-funded on Kickstarter and make this dream become a real thing. His perspective and insight into decision making regarding a career in games journalism, especially in the indie vein, was fascinating to say the least. I encourage everyone to take a look at this site, he's a really cool guy, and someone I actually got to talk to one-on-one later in the trip.

HipHopGamer, being a popular (and controversial) YouTube content creator had a completely different background and take on the indie game journalism scene. He seemed to be more interested in making money, and being involved with some of the bigger corporate gaming organizations. While this particular stance was not shared so much by the other panelists (it seemed, at least), he was clearly out to spread the same sort of message. That message was to do something you're passionate about, but don't copy someone else. Put yourself into your work, make it original, find that niche, and you will be successful. You could see by the way he talked about his work that he truly loved it.

Neal Ronaghan seemed less excited to be on the panel, and frankly, less interesting. I think this may be partly due to my disinterest in Nintendo specific games media, but also the way he was responding to questions seemed somehow disconnected and less involved. That's not to say that he didn't have some interesting things to say. His history coming up in the industry, doing volunteer writing for various websites, taking advantage of the downfall of various publications to eventually make his way into a niche market that he's passionate about; it was an interesting perspective to have on the panel.

Lastly the host, Kyle McIntosh mainly posed questions to the panel participants and tried to keep them on topic. He did a great job, and it was largely due to him that the panel was so meaningful. I haven't spent a lot of time on it yet, but his site, GoodGamesWriting.com seems like a great resource for aspiring games journalists (like yours truly!).

I wasn't sure what to expect with this panel, but it turned out being one of my favorites. While there are tons of panels on “How to breaking into the games journalism industry,” this one was almost the opposite. It addressed the question of how to really define yourself in an industry where there are SO many people trying to do the same thing. It was fascinating to hear the panelists' stories and how they dealt with swimming against the current in the games journalism space.

Indie Storytelling

Next up on the docket was a panel entitled Want a Good Story in Your Game? Get an Indie! This panel focused on storytelling in games, how important it is to indie developers, and how control over that story element differs in an indie environment versus a big triple A environment. 


The Panel
Dave Gilbert – Game Designer – Wadjet Eye Games
Stephen Hewitt – Co-founder & Head of Design – Blazing Griffin
Jon Ingold – Co-founder & Creative Director – inkle
Andrew Plotkin – Interactive Fiction Writer
Oded Sharon – CEO – Adventure Mob
Phil Tossell – Game Creator – Nyamyam

There was a diverse group of panelists, and it was interesting to hear how story effected their design process, and how they thought about and pursued storytelling in their games.

In the indie scene, without massive budgets to throw at games, story is many times all the developer really has to express themselves. Graphics and art aren't always possible to perfect without money so story often has to take center stage and be the element to really rope consumers in.

While a small budget can be tough, it can also afford you some luxuries that big game companies don’t always have. Without those massive budgets behind the games, it's easier to take risks and play around with ideas that traditional publishers might not be so keen on. If you want some examples of storytelling that pushes the limits of the social standard in gaming stories, take a look at Oded Sharon's games (e.g. Zbang is an adventure game where you play as a teenager trying to get laid for the first time). These are perfect examples of truly unique story ideas that traditional publishers wouldn't touch with a ten foot pole. But it's possible in the indie world! Freedom was a big factor in indie storytelling, and that permeated throughout all of the panelists remarks.

It was an interesting panel, and compelled me to check out numerous games that the panelists had both developed in the past, and are currently in development. If you're a fan good storytelling and narrative in games, I'd recommend checking out each of these panelists' works.


Marvel Heroes

To finish up Day 1 at PAX, I thought I probably ought to go to a game specific panel. Luckily, the Marvel Heroes team was at the show and seeing as this is a game that I played back in August at PAX Prime 2012, and have been eagerly awaiting news on, this was a perfect opportunity!


The Panel
Stephen Reid
David Brevik
Matt Group
Leo Olebe
TQ Jefferson

If you're not familiar with Marvel Heroes, it's an action RPG being developed by Gazillion Entertainment (led by David Brevik, co-founder of Blizzard-North) that takes place on a massively multiplayer scale where you can play as your favorite Marvel super heroes, level up, collect gear, min-max, and grind to your hearts content with Diablo-esque gameplay mechanics.

As I mentioned before, this was fully playable last August and frankly seemed pretty damn polished. At the time, I signed up for the beta, which was supposed to start in October 2012. Since then, I've heard virtually nothing about the game aside from the so-called “Founders packs” that they've been pushing email subscribers to purchase on a weekly basis for months now. It's been frustrating how tight lipped the developers and publishing team has been regarding this game for the past six months.

Because I was one of the first 1000 people in line, I finally got my beta access!
Unfortunately, I'm under a NDA, so I can't talk about it.
Thankfully, they decided to be talkative during this PAX event, and reveal a slew of details on the game, including a RELEASE DATE. By the time you read this, it will have been old news, but it was exciting to hear the company finally commit to a date, as well as all of the other features of the game that we learned about.

Tons of things were discussed during the panel including things like PvP, the breadth of playable characters and the various costumes available to them, the new and improved F2P (free-to-play) model, endgame content, and of course, release plans.

PvP
To get the ball rolling... PvP! Player vs. player combat will be available and live upon the release of the game. Diablo III fans are breathing a sigh of relief right now, I'm sure; I know I am. The PvP sounds promising, allowing you to bring the gear you collect in PvE to the arena, but changing the skills you can use in PvP vs. PvE to deal with the obvious balance issues that will arise. They didn't speak a whole lot about this, but the important thing is that it will be there. As to the state of it at launch? We'll have to wait and see.

Heroes and Costumes
While I knew that the Marvel super hero selection and costumes would be a big factor in this game, this panel made me realize just how seriously they're taking this stuff. They had aboard the panel, TQ Jefferson, a representative from Marvel that we're told has been working closely with the team to keep all in-game Marvel references and costumes in line with what is actually in the comic books. They made the claim that there would be 20 Marvel heroes out of the gate upon release (5 playable; read more in the F2P part below) with many more coming down the pipeline. To go with those 20 heroes, let me tell you, there are a massive number of costumes to choose from with, again, more coming down the pipe everyday. I could tell by the reaction of fans in the room that this meant a lot to them, and while it's not as big of a deal for me, I'm glad to see the developers appeasing the fans and staying true to the Marvel Universe with respect to appearance, at the very least.

Free-to-Play Model
Next, I'll attempt to outline the innovative new F2P model that Gazillion Games has come up with for this game. I think outside of the release date, this was the most interesting part of the presentation. With the success of games like League of Legends and Path of Exile, having cosmetic-focused F2P models that don't allow the paying customers to have an in-game advantage, many companies are trying to figure out how to make similar systems generate revenue and they're coming up with some interesting models in the process.

I mentioned before that the game will release with 5 playable heroes. You didn't read that wrong. Upon release, unless you buy a Founders-pack (I'll explain in a moment), you'll have 5 characters to choose from to play. No, you can't buy any other heroes once the game releases. The only way to play a hero different than the aforementioned 5, is to purchase them BEFORE release date, via the Founders-packs. You can pick up any hero you like for $20, and it comes with a few different costumes for the hero.

Okay, so how do we get new heroes after the game launches if we can't buy them? For better or worse, in a true ARPG fashion, the way you'll acquire additional heros is by killing bosses that drop hero tokens. You'll then be able to redeem those hero tokens for the hero, unlocking the hero at level 1 to play. There will be both common and rare hero tokens, meaning you may have to do some heavy grinding to get that rare Spider-Man drop (yes, it was confirmed that Spider-Man is a rare drop).

So where do the micro-transactions come in, you ask? Well, if you kill that boss 20 times, and you're not getting the hero token drop you're looking for, you can go to the shop and buy a consumable item to increase your odds of getting a rare hero drop when you kill that boss the next time. Sounds a bit like gambling, doesn't it? I guess that's the nature of ARPGs. One of the biggest pulls of ARPG games is the satisfaction that one feels when finding a rare, legendary item, so it makes sense to take hero acquisition for a F2P game in that direction.

It's hard to say how this is going to work out, there are a ton of factors to take into consideration. I, for one, am intrigued. I think it's a cool idea, and I'm excited to see how it will work.

End Game
Outside of these topics, the only thing that really caught my interest was Gazillion's plan for endgame content. From what it sounds like, there will be artifacts to collect, items to craft, team challenges and a special "Quest for Ultimate Power".

The team challenges will involve specific quests that will require team cooperation to complete and will have rare gear and hero rewards. Thanks to an excellent Q&A question, we found out that there will be an infrastructure in-game to help people find groups to play with for these challenges, which I was happy to hear. 

It sounded like most of the remainder of the endgame (excluding PvP) will be spent attaining your "ultimate power". To do this, you will have to find more hero tokens for the hero you are playing with. Each additional hero token (of the same hero) you find will add to your ultimate power. Brevik specifically mentioned that your ultimate power will be vital to surviving the endgame content, so expect to do some grinding for those hero tokens!

Release Plans
Lastly, the release dates! We were finally told what we'd been waiting so long to hear, and I was glad to hear that it's not too far off!

Early Access
5/28/13

Full Release
6/4/13

Conclusion
And with that, Day 1 at the convention was complete. I spent the rest of the evening drinking with Co-founder of Bootsnake Games, Dru Staltman and the GWJ (GamersWithJobs.com) crew! I'll conclude this post with a small plug for these guys because they're awesome!

Check out Bootsnake Games and pick up Containment - A Zombie Puzzler, it's a lot of fun. Also, the new turn-based-rpg they're working on now looks great! I'll talk more about that in the Day 2 post.

GamersWithJobs.com not only has an active, friendly gaming community to chat with on forums and in-game, they have one of the best gaming podcasts available right now, it's my personal favorite.


More Pics

Tail of the line to get into the Expo Hall.
PC free play area.

Board game free play area.
View of the Expo Hall.
Another view of the Expo Hall.

Day 2 coming soon...

Sunday, February 10, 2013

Quick Review - Bastion

Game Name:    Bastion
Developer:    Supergiant Games
      Engine:              XNA
Platform:     PC (Steam), XBLA, Mac OSX, iOS, Linux, Chrome
Genre: Action RPG, Single player
Release Date: July 20, 2011

Preamble:
I was a little late to the show on this one. I had started it when it first came out, loved it, but then got pulled away from it by something else. This past week I decided to go back and play it from start to finish. Man, I am so happy I did, this game is spectacular in every respect.

Short description:  

Action RPG where you play as "The Kid" in an isometric, floating, western/fantasy setting, narrated by "Rucks", a cowboy sounding elderly fellow that helps The Kid along his journey.

The Good:

  • The art style in this game is awesome. The colors are vibrant, the way the ground tiles float up to your feet as you walk in a particular direction is beautiful.
  • The music is great. It's exceptionally atmospheric and fits perfectly with the setting and pace of the game. There were numerous times in the game that I just sat back and enjoyed the music.
  • The voice acting is spectacular. Rucks narrates the game, describing what you, as The Kid, do, and it is incredible. Again, this is a huge factor in what makes the atmosphere of this game so awesome.
  • The story is creative and interesting, and leaves you guessing to the very end.
  • The gameplay is exciting and fun. There are tons of weapons and abilities to choose from, each with their own upgrade trees that provide new and interesting mechanics.
  • Combat is as smooth as butter. It feels great, and there's plenty of variation in the enemies that you face.
  • You’ll find Idols throughout the world which allow you to customize the level of difficulty, providing a nice amount of replay value.

The Bad:

  • I cannot come up with a single gripe about this game.

All in all, should you play this?

  • Easily one of the best, if not the best, independently developed video game I’ve ever played. Anyone who considers themselves even a partial gamer should play this as soon as possible. Pure gold!


Here's a little gameplay footage to whet your appetite...