Category Archives: Review

MMOs we don’t like but never played [#Blaugust 6]

We’ve all been struck by profound MMO disappointment at some point during our gaming careers. I would be hard pressed to remember every MMO I have tried and disliked after a few days or weeks but more recently, SWTOR, TSW and ESO have let me down for different reasons. Age of Conan too was a game that I actually was subbed to for quite a while but ultimately failed to impress me. For most games that I played and quit, I always tried to elaborate why:

I don’t claim my judgements are always comprehensive or final or a 100% fair, if there’s such a thing. I focus on other aspects in MMOs than the next person. First impressions matter and like most of you out there (not Syp!), I won’t play every MMO for weeks and weeks until that magical moment arrives when it “gets good”. Sometimes your timing ain’t right or your expectations ruined the experience. Sometimes you’re spot on an the game is just garbage.

There’s a pivotal time during the first few days and weeks after launch in which MMOs have to win us over, especially the ones of the subscribing persuasion. It may take very little to put us off or rather, a lot to draw us in. Players are fickle too…..and why aren’t there any cute minipets for me to hug in this game, huh?? Kthxbai!

MMOs on our “bad” side

It gets interesting when we dislike games in lieu of personal experience. You might discount such opinions altogether but we are all influenced by our environment, if not the gaming press then certainly our trusted peers and their tales of horror. There’s MMOs I know I don’t need to try, because I know my friends and I really know myself.

One such MMO that I never actually played but dislike not only for comic relief on Battle Bards, is ArcheAge. Yeah, a lot of people certainly don’t speak favorably about ArcheAge by now but I had this early impression of just another great-looking Korean staple grinder. Then I saw the silly upside-down gliders people were riding and as if that wasn’t enough, pictures like this one –

archeouch

Can you imagine going through the horror of ordering Starbucks coffee in an MMO? Fun farming feature or not, non-medieval setting or not, I don’t need this in my face either while enjoying my leisure time. And don’t get me started on the cars everywhere.

It is entirely possible that ArcheAge is currently in a different place. In my case though, that ship has sailed. Once I made my mind up about an MMO, that’s final *cough*.

MMO Masterclass: Storytelling in FFXIV – A Realm Reborn

Tamrielo from Aggrochat has recently been looking at storytelling in FFXIV in his two-part post, where he’s analyzing the different content seasons and story archs in the game, how they have improved over time and immersed him as a player. If you’ve been playing a Realm Reborn for any decent amount of time since FFXIV’s relaunch, you know that there’s no way around the main storyline in Eorzea. In fact, there is probably no MMO out there right now that is more dedicated to its storytelling than this one. The narrative is front and center and accomplishes the remarkable feat of including its audience. After Yoshida took over the reigns for ARR, the player character was brought back into the narrative fold.

Naturally, many MMOs turn the player into a nearly omnipotent hero of the story and much has been criticized in regards to that particular trope. However, FFXIV does it in such an unconditional, dedicated and traditional way, that it’s kind of a big deal. Telling stories has always been the forte of the FF franchise and finally, there is a classic MMORPG that not only manages to rise from the ashes but combine the linearity of JRPG storytelling with an MMO environment. As much as I tried to care about the politics of Azeroth or Tyria in the past, no other MMO has managed to include me, make me care about NPCs and the greater course of events, the way FFXIV has done.

The Great Final Fantasy Formula

Ever since the early beginnings of the FF franchise, Squaresoft’s much beloved JRPG titles followed a very clear and narrow path: the player gets to control a powerful hero, more often than not a person of unknown origins or obscure past. The hero is not the player, since the player has no real agency over the character’s story and there are next to no choices. An equally important ingredient to this formula is “the party” which is one of the most central aspects of all FF games; your very own gang of specialists, distinctly defined by their class and different abilities that will mostly align with a holy trinity concept, despite the fact that FF is all about round-based combat. Down the line, you and your gang will probably find out that you are all related or were raised in the same orphanage. You are never truly alone in a FF game.

Cloud and the gang

Cloud and the gang

Add to this very straightforward setup a linear storyline with next to no branching; the point is not to write your own story or find your own path but rather, to immerse yourself in a tale told by an invisible puppet master. The tool you’re given to accomplish your goals is a customizable, complex round-based combat system with random encounters. Your driving force is a world struck by tragedy or impending doom that only you and your A-Team can save (most likely by help of some sparkly crystal or other). Along the way, you will face one or two ambivalent villain figures as well as lots of wacky side-kick characters.

Now imagine all of this being crafted with an outstanding sense of aesthetics on a graphical and musical level, and the result will always be the same: your next FF title. In the past, Squaresoft have consistently pushed narrative RPG standards for at least 15 years, during a most pivotal time for gaming and not just with the FF franchise either. A Realm Reborn, although set in an online world where choices and interactions with other players are possible, follows most of this old textbook to a fault.

Intricate Politics and Overwhelming Stakes

A great many heroic tale comes with a doomsday prophecy: it will be the end of the world as you know it, or alternatively the end of the world full stop, unless significant obstacles are overcome and evil is vanquished. While this can be a tiring setup in RPGs and MMOs, it is still popular enough in getting audiences engaged. I don’t really mind this trope personally, what I really care about is execution. Am I presented with an uninspiring tale of clear good vs. evil or a much more complicated world where loyalties and intentions change constantly?

Squaresoft JRPGs have often introduced such nuances, despite their linear plot. Over the course of a playthrough, you’d learn about the background stories of your adversaries. You would have to rely on characters of questionable allegiance, you’d see mercenaries turn altruistic or allies turn traitor. Faced with warring factions unwilling to unite for a greater cause, you’d find yourself drowning in petty schemes and side-politics. Even villains may be worth saving in the end.

MMORPGs have a hard time delivering such complexities, given that they try to achieve a certain degree of open world freedom and accommodate various playstyles. A Realm Reborn doesn’t compromise much on that front; players who want access to dungeons or endgame, will need to engage in the story. But since the story is the driving force behind the entire game, rather than an afterthought, things feel different.

refugees

Unwelcome refugees in wealthy Ul’dah.

Now I’m with Liore in that there’s still some “goofy MMO writing” and delivery going on at times, the cutscenes sure can get tedious while your character is silently nodding along. But I’m impressed at the different issues the story has touched on thus far – from immigration poverty and class warfare to interracial politics (and racism) and even environmentalism. That’s just to name a few themes. Down the line, you realize how you’re being pulled into twisted intrigues and machinations by multiple players on a chess board Game of Thrones-style, while SE take full opportunity to send players all over the world (including so-called old zones and dungeons) to chase their story’s tail, simultaneously serving the social engineering of the game. For an MMORPG, that is one noteworthy use of narrative.

Joining a band of brothers of sorts, the player soon establishes a steady home-base to return to in between missions and before long, gets attached to the NPCs that share the story with him. It’s safe to say that not many an eye was left dry at the conclusion of ARR before the expansion.

The Heavensward Trailer and The Adventurer

The official launch trailer for Heavensward is another example of storytelling done right. Instead of the usual showcase of random locations and encounters without obvious connection, the trailer takes over from the moment your character finished his/her main story. The Adventurer, an unnamed character who represents the player in FFXIV is back, while the ending of the Seventh Astral Era as well as some future events flicker over the screen. The trailer concludes with the player arriving in Ishgard, which is where your journey in Heavensward begins. Talk about trailers bridging content.

In Conclusion

While I am praising FFXIV’s storytelling here, that doesn’t mean its delivery isn’t without issues. As mentioned above, the cutscenes and loading screens can get too long and it’s a bit of a tragedy that SE didn’t invest in more voice acting for Heavensward. For your daily grind, uninspired fetch&delivery quests are a dime a dozen. When it comes to the main storyline however, ARR has achieved greatness by virtue of omitting branches and player agency. This might present a bit of a downer for some players but in my personal experience, most consequences in MMOs come down to an illusion of choice rather than the real thing anyway.

If there is one advice I would dare give to game developers in charge of big franchises, it would be to play to their strengths and also, not to fix what ain’t broken (okay, that was two pieces of advice). You can mix up some things and you should definitely improve on your weaknesses, ARR is a prime example of that – however, it is a mistake to abandon franchise-defining elements and to throw your greatest virtues overboard for the sake of innovation. Too often have we seen over-hyped sequels crash and burn because they strayed too far from the established path, rather than to widen it just a little. FFXIV has conserved its JRPG traditions and legacy masterfully and for the most part, with little compromise. Storytelling is this developer’s strong suit and they have had the good sense to embrace that.

Ironically, other developers never overcome their struggle with the fourth pillar in MMOs: how to include the player while not making him the center of attention? How to manage that balance of player agency and choices versus narrative chaos and insignificance? Square-Enix’ answer to that would be, not to go there at all. Better to have a solid, engaging and linear story the way it’s told in a book or movie, than to fail epically with the best of intentions. I can’t help but agree with them on that one. The proof is in the pudding.

[FFXIV] Happy Heavensward Launch and the Evolution of Me

This fine Tuesday June 23rd, Final Fantasy XIV: A Realm Reborn got its very own, first expansion, an event which begs for a moment of recollection. For such a long way this title has come: this ship that had almost sunk into the morass of disastrous MMO launches, somehow managed to do the nigh impossible and turn its course around, establish ARR as a brand new title with over 2mio subscribers to date, and release an expansion packed with new content. It may have been a rocky road, yet across the finish line shines a title rivaling all other fantasy-themed MMOs currently on the market. Chapeau really, to all the folks at SE who made this happen!

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Despite their ever fussy account-management, a thing that will surely never change, I somehow managed to get my early access for Heavensward running this past weekend and ding lvl 53 before official launch day. From what I’ve seen so far of the new zones and quests, I’m more than satisfied. The story picks up the pace from the Seventh Astral Era where it left off, the zones are beautiful if not slightly annoying in terms of navigation (apparently SE’s idea of making their audience desperate to fly), the new professions look interesting and the Au Ra aren’t nearly as dull as anticipated. In fact, I found myself surrendering to story pressure and swallow yet another bottle of Fantasia to transform myself, but more on that later. I also managed to get my chocobo off the ground for the first zone so far – a feat that doesn’t come free or easily in Heavensward for flight must be earned, again and again for each new zone. I should’ve known.

Isghard is as impressive a city as it’s cold and uninviting, which goes with the social, political context and icy weather. Naturally, I was delighted to hear the city music come in four different variations with some lovely day and night themes, just the way the other capitals got them. It will be a while before we see any Heavensward soundtrack release, I fear (but in the meantime, some of us will find ways to listen to it anyway).

Heavensward at a first glance, fulfills all the promises of novelty. What I am somewhat disappointed in is how SE never seem much interested in improving the existing. Gripes like the quest tracker not allowing you to uncheck old quests, or the fact that for some reason you may not use a companion pet together with a mount, persist and have not been addressed. I realize that there are technical restrictions sometimes; I still expect some effort towards improving the mediocre, whether the player base (grudgingly) goes along with it or not.

Me, Myself and I

I’ve never changed a main character as often or as drastically as I have in FFXIV, an MMO which is very liberal in its re-customization options. I started this journey few months ago as Sylberry Goldwink, a delightfully sunny Lalafel with odd eyes and a cheeky face –

I still love that character to bits, in fact I believe SE have done a fantastic job on the race design of their smallest citizens. I usually don’t gravitate towards shorties in MMOs but next to the Asura and Gibberlings, Lalafel are truly my favorite people.

Unfotunately for them, armor design on higher levels doesn’t agree so much with Lalafel proportions (maybe less so on females than males) which is why I decided to give a more mature and darker type of character a go after reaching lvl 50. Yes, yet another tall human female called Syl, with raven black hair and a sardonic smile –

Human black mage Syl feels like the most accurate ‘real me’-condensation in an MMO since ever, so I was really happy with the outcome. Furthermore, I gave the character some distinct Lulu-attributes (I don’t have purple eyes for one thing), that aloof sorceress from FFX that has been resting on my desk for over 10 years in figurine-form, hugging her Mog companion. I may also have a T-shirt.

Needless to say I adore this character, yet I’m not perfectly happy with the way SE have treated Hyur females. Their movement seems graceless, as if not enough time had been invested in studying the anatomic female form and how that would affect motion. Maybe it’s the same for male Hyur, I don’t know. Few armor sets aside such as the above one, I often found myself standing around in baggy garments, which gave my character an almost buffoonish look. Bleh.

Granted, these are smaller details; for the most part SE character design and animations are top notch and beat most of their competition, armor detail certainly does too. Still, the launch of a new expansion was a great opportunity to check out the Au Ra, with their strange horns which are more or less obtrusive depending on the face you go for. It is a tragedy that SE decided to bundle face and horn types together – a most curious decision that greatly reduces your choice in different looks. You might really dig one of those four faces on display but if it comes with the huge lobster-shaped horns, tough luck! Seriously, this needs fixing.

In the end, I managed to create a character that I really enjoy and that probably feels the most Japanese/manga of the lot, while also reminding me of my old Rift Kelari mage. I went with a painted face look in honor of Harle, beloved jester figure from Chrono Cross. I could do without the tail thing honestly, but I absolutely love the idea of my character being partly dragonkin now, given that Sylvara, my online name of many years, has been taken from a special character in the Dragonlance novels who is also a dragon. This meant a name change was long overdue too since Sylberry Goldwink has by now expired its date of appropriateness.

A smart business model

It seems weird to switch character race as often as I have in FFXIV and yet, it’s always fun creating new looks for yourself. Be it Sylberry the sunny and funloving Lalafel, the dark human femme fatale with the stern face or the mischevious Au Ra jester – all these characters are a facet of my own personality. Many MMO players probably roll alts for this exact reason, which isn’t something particularly beneficial in FFXIV. Relying heavily on their main character, players are more likely to pay for character re-customizations whenever new features are introduced. At the same time, there’s already a lot of customization and job freedom in the game by default, as well as the odd Fantasia freebie once or twice a year. That’s more than fair in my book, even if I already spent some extra cash on my looks in the Mog Station. What can I say, I do like me my MMO character creation!

Tunes of Magic VIII: Listmas Edition – Greatest Videogame Soundtracks of 2014

It’s that time of the year again and like in 2013, I am publishing my personal VGM winners of the year under the official #listmas banner of the “United We Game” initiative.

2014 was a year of ups and downs as far as new releases were concerned, with some down times in Q1 especially but definitely not a bad year for gaming and music overall. As MMO players, we got at least four new high-quality OSTs to enjoy and like in previous years, the world of small gems and indies has contributed to an overall great year of videogame music. What also remains unchanged is my general rule of thumb: the best games tend to also have the best soundtrack (exceptions verify this rule!).

Without much further ado, I present this year’s “Top VGMs of 2014”-teaser compilation for all of you who would like to reminisce a year of VGMs the easy and most effective way: by listening!

https://www.youtube.com/watch?v=knzypI81-HA

To remove all doubt which were my favorite OSTs and SOTY (soundtrack of the year) in ascending order, here’s the tracklist of all the games included in this year’s round-up:

10. Dragon Quest X 3DS (Koichi Sugiyama)
DQ X was in fact only released for 3DS in September 2014 which is why I hadn’t heard of it earlier. This soundtrack is packed with classic theatrical and fun music and I highly recommend checking it out!

9. Cinders (Rob Westwood)
Cinders caught my eye on Steam one day and while I’m not big into romance novel click-adventures, the spooky fairytale vibe of the soundtrack is right down my alley.

8. Transistor (Darren Korb)
A must-have for Bastion fans, Transistor comes with an equally brilliant sound fusion of western, folk, electric and experimental. Also: for Buckethead fans!

7. Ethan Carter (Mikolai Stroinski)
The saddest game by far that I have played through in recent months, the beautiful music by Mikolai Stroinski is a perfect match to the overall sombre mood of the Vanishing of Ethan Carter.

6. Destiny (O’Donnell, Salvatori, Johnson, Mc Cartney)
Some games never deliver on their big promises, but the Destiny soundtrack at least is definitely one of the big must-haves in 2014!

5. Bravely Default (Revo)
Much to their fans’ delight, SE re-discovered their classic fantasy JRPG roots with Bravely Default. The entire soundtrack by Revo is a joy to listen through, producing gem after gem!

4. Child of Light (Cœur de Pirate)
A visually stunning, poetic journey deserves a special soundtrack and Cœur de Pirate, aka Béatrice Martin, has managed to elevate Child Of Light to an unforgettable experience that instantly reminded me of the very french movie Amélie.

3. Blade & Soul (Taro Iwashiro)
Released in Japan and Taiwan this year, Blade&Soul has yet to honor us with a western release. Until that time, it’s well worth checking out this very flavorful and diverse MMO soundtrack.

2. Warlords of Draenor
Listing all the composer involved in WoW soundtracks has become a real chore (Hayes, Stafford, Brower, Bajakian, Cardon, Guidotti…) but I’m glad the outcomes still seem to work out! WoD is one of my favorite OSTs of the year and has brought back countless memories of our early vanilla days. If I had to name a single favorite track overall, that would be “Wolf at the Gates” no question.

1. SOTY: Wildstar (Jeff Kurtenacker)
My soundtrack of the year easily, Wildstar has brought us all kinds of awesome music in 2014. This soundtrack is vast and vastly diverse, ethereal, creepy, whimsical and fun! We don’t often get to see fusion work off so well but Jeff Kurtenacker has done one remarkable job at composing for the Nexus! Must-have, folks!

My top 10 aside, this year’s honorable soundtrack mentions go to Valdis Story, Castlevania Lords of Shadow and Beatbuddy which came out in previous years and much later to my attention.

Annual disclaimer: videogame music does still not receive the attention it deserves from many publishers and developers, which is a sad affair for fans worldwide waiting to purchase official soundtracks and support composers. However, we can spread the word, let the artists know how much we appreciate them and bring as many players (and potential music lovers) on board as possible. Thanks for sharing this post and here’s to another great year of VGM!

Fun and Games in Wildstar: The Launch Recap

Few hiccups aside during hour one, this past Wildstar headstart weekend marks one of the smoothest MMO launches I have ever been part of. Having settled for the only PVE-RP server on EU side due to (hopefully) better community, everything from claiming my name to creating my character and jumping into a mostly lag-free game was easy and carefree. Adding friends? Grouping right away? No problem either! And even if you can’t afford 10 gold for a guild just yet, Wildstar lets you create custom channels for better communication with your buddies. That is extra points right there for minding the MMO core-virtue that is (or should be) playing with friends.

A few players experienced rather troublesome queues this weekend which was mostly due to Carbine’s somewhat baffling miscalculation for PVP realms. There was….one. However, it took a few hours only until the login screen already informed about further realms being added both on the PVE and PVP side of things. In general Carbine seemed quick on the ball responding to players which is not something that can be said for every developer during a launch weekend.

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Meet Syl and Kirby!

Having played my Dominion Esper up to level 17 now and fresh out of her first group adventure, let’s have a more in-depth look at Wildstar’s week one, shall we?

The Gameplay – Or how it all comes together
The single most important aspect for MMO longevity, the gameplay in Wildstar is the true winner. Everyone who paid attention to Carbine these past few years was ready for a lot of polish and yet, they have taken it up three notches since the beta. Wildstar plays intuitively from level 1, the pacing is just right and takes comprehensive steps in preparing the player for higher difficulty. There are quests, challenges and points of interest in abundance, flowing naturally into one another. Rewards are interesting and varied with bigger, more satisfying upgrades ever so often. The game is responsive when interacting with the environment as well as with various interface commands. Combat has that tangible “oomph” so many MMOs struggle to create, animations are excellent and visual aids have improved loads since the beta.

In summary: Wildstar is playable in the best sense of the word; very very playable.

Questing and combat
There are more quest hubs around than anyone can handle and that’s not such a bad thing. While there are other sources for good EXP, such as PVP, the numerous and carefully laid-out questing opportunities give players a sense of direction and make for a satisfying and reasonably fast leveling experience thus far. Down the road we might worry about the leveling game ending too soon but at least this here MMO has some endgame ready.

The quests are standard fare but vary frequently between kill ten rats, fedex or escort which can be shared with others. For some undefinable reason some of them still require backtracking while many will spare you the walk thanks to NPC voice communication. These tend to be longer questlines tying into an overarching storyline (some class related too) while others are just your old farmer looking for a hand. The public events seem somewhat sparsely peppered over the first few zones and come with disturbing reset timers compared to what you’d be used to from GW2 or Rift.

As for combat, I have always liked the concept of Wildstar’s doubly-active telegraph system and challenges increase significantly there as you level up. One inattentive pull of an elite mob (which are part of every area’s monster mix) can result in a quick and painful death unless you know your moves and WASD buttons. On a slightly different note, I am somewhat missing ticking things like buffs, procs and hots/dots on my character and target frames. I’d like to see more in terms of timing with procs and using synergies but maybe that’s just the impatient newb in me.

Paths
A while back I decided that Wildstar’s Explorer path was probably not for me because jumping puzzles – and rightly so. I love the Scientist challenges for every map which require you to scan various flora and fauna, as well as to learn more about the world (I has “Bookworm” title!). My merry scanbot companion comes with a custom name as well as booster and vanity options, so paths are hardly just a gimmick in Wildstar but seem reasonably flashed out instead and different from one another while not being game-breaking, either. There is replay value here for alts.

Gold and other currencies
There’s a steady flow of cash in this game and as long as you heed the MMO newbie’s cardinal rules of starting out poor, which are a) sell everything -and- b) stay the fuck away from the auction house, you will be just fine in the long run even if buying all class abilities as you unlock them seems impossible at first. Having bought a mount at level 15 already and being close to affording that guild fee too (do check out these amazing guild holomarks!), I am not worried about unlocking all of my skills in time. In a way, it’s not a bad thing having to concentrate on one set of skills and one playstyle first before accessing too many options – we don’t want to exhaust it all by next week, do we?

As for C.R.E.D.D., I’ve inspected the ingame currency converter just a little so far and can’t say I am really interested. With Wildstar being item shop-less (which is rather uncommon under NCSoft’s wing) and me being more than happy to pay for this sub, I can’t see myself messing with C.R.E.D.D. unless there’s another reason (like sparkling ponies).

Housing
Acquiring a house in Wildstar isn’t a real feat, it’s more of a birthright. Your little airborne acre waits patiently for your arrival and the standard housing option costs a mere gold to start with. Decoration items drop from special quests or challenges ever so often but seriously personalizing your home seems to be this game’s true goldsink. All I can say is stay the hell away from those customization tabs for as long as you have more essential things to invest in!

As a homebase for storage and buffs, Wildstar’s housing seems a fair enough deal. I’m just sad they went down the instanced route rather than outdoor. I can’t see myself spending an awful lot of time up there, just the way it never happened in LOTRO or Rift. Ah well.

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Skills / Talents System and UI
The action set builder is one of my biggest qualms right now. Instead of simple drag and drop, assigning or re-ordering different skills on your action bar is fairly tedious and the AMP window is a complete eye-sore for anyone attempting to manage their playstyle stats at a glance. Hovering over tiny dots to check what they do is a big nono and so is a fairly inflexible UI that won’t let you move essentials around without addons. No pass from me here Carbine, this is not 2004! At least the overall look of the UI has improved vastly since the black bar of doom early beta players got to experience.

Cosmetics and Dye System
While we should probably be grateful that Wildstar has both, neither its cosmetic tab nor dye system are making me particularly happy at the moment. Managing your look has been re-delegated to NPC visits and the system is fairly clunky and limited in the sense that single items can only ever be assigned to one outfit and need to remain with the NPC when saved. The dye system allows for up to 3 layers of color per piece but seems slightly buggy still and umm, final because no un-dyeing, so careful with that!

The Music
While one can argue about degrees of cartoony graphics for Wildstar vs. other MMOs, its music leaves no room for debate: this title comes with an amazingly accomplished, varied and memorable high-quality OST that is a true joy to uncover as you are traveling from zone to zone, taking in different vistas that each come with their own theme and mood in return. Jeff Kurtenacker has done a stellar job and as always, I urge you to turn those speakers up and have a good listen before deciding that MMO music is not for you. This one might surprise you yet!

The Overall Feel – A not so final word
Well-rounded and here to stay are the two thoughts at the forefront of my mind when recapping my Wildstar adventures since the headstart. I don’t know precisely what magic Carbine have worked in those two months before release but it’s clearly made an impact and increased my personal enjoyment of the game considerably. I am positively surprised and eager to see more high-level content and hopefully some properly challenging group dungeons.

As preached before, Wildstar holds its own within the landscape of MMOs; however to the WoW veteran’s heart, it echoes many of the standards we have gotten used to by Blizzard. The familiarity of Wildstar’s early game experience fills me with the warmth of a cosy blanket and yet, it is still different enough to keep me going. I will see where I end up further down the road – for now, I am all in for the ride.

Weekend Wildstar Beta Round-up

Over the weekend I’ve found time to catch up on the MMO blogosphere’s unleashed Wildstar impressions and by the looks, nobody is unhappy to have played in the beta. While several have mentioned the art style not being very immersive at first, everybody seems to agree that Carbine is delivering a fairly polished game with lots of potential for group play. Generally, enthusiasm isn’t exactly overflowing but given how most of us are grumpy veterans, that’s just as well. Caution, thy name is 2014 MMO blogging!

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Welcome to Whitevale / mmorpg.com

Since I didn’t really give a complete beta review in my last update but rather focused on the “Wildstar versus WoW”-debate, here’s a quick round-up of many interesting posts by fellow bloggers that when put together, paint a pretty comprehensive Wildstar picture:

  • Clockwork thinks that Wildstar is a great game overall but needs serious work in the camera and UI department. As for telelgraphs, they sure take some getting used to! I happen to agree with all his points.
  • Bel over at Tales of the Aggronaut is extremely torn: for him, Wildstar comes close to Las Vegas in terms of busyness, content density and sensory overload. Being fiercely in the ESO camp already, it’s hard for him to find good enough reasons to play (or pay).
  • Braxwolf Stormchaser can say with certainty that Wildstar is an MMO. He likes the game’s overall flair and music and despite its cartoony graphics, found it to be grittier than GW2 or SWTOR. Still, he isn’t over the moon about Wildstar just yet.
  • Stubborn goes on to explain that unlike me, he will name Wildstar’s core gameplay a direct successor of WoW and that’s not a bad thing. Wildstar is the more refined title and Carbine have done a fantastic marketing job – all that said, he has no plans to play at launch.
  • Kadomi at the new blog To Boldly Nerd is exclusively interested to play Wildstar this year. Her review is one of the most complete I’ve found and covers a lot of aspects and great details about the game’s current state, so check it out!
  • As for my Battle Bards co-host Syp, he has already shared his positive Wildstar review much earlier than us ordinary people. Now that the NDA has dropped for everybody, he is back to discuss different purchase and pricing options while being very disappointed in the lack of proper collector’s edition. The fact that releasing the OST doesn’t get mentioned anywhere by Carbine is a big let-down indeed.

If you’re still on the fence about Wildstar, these different reads will provide you with ample input although they might not convince you either way. That last leap of faith is still yours to make. As far as I’m concerned, that pre-order is a done deal.

In case I missed anyone’s review, let me know so I can add you to the list! Happy Sunday all!

Wildstar ain’t WoW – Wildstar is Heavy Metal

Suddenly everything is moving really fast. ESO is about to launch, Blizzard hints at launch dates and pre-orders, Wildstar takes another day to get real. And somewhere in between all of this, people are getting bored of Landmark’s alpha. Looks like this year of new MMOs is finally happening!

Sooo, Wildstar. I’ve played in the permanent beta since this January, not for any particular fandom but gloomy frustration over ESO. Clearly, going into this second MMO without much anticipation has helped a lot. I like Wildstar; not the way I love LOTRO or Guild Wars 2 but enough to pre-order come this March 19th. Smart of Carbine to move fast and set their launch well ahead of WoW – not because the two are one and the same but because WoW is always competition. To anybody.

That of course leads me to where I want to go with this post: how Wildstar doesn’t feel like WoW when you’re playing. The internet is obsessed with comparing the two for obvious reasons, the cartoony graphics and well, the classic approach. Yet probably 70% or more of all MMOs out there are themeparks with a holy trinity. If that’s the similarity you’re judging things by then Wildstar isn’t any more a WoW clone than Final Fantasy XI – a game that launched 2 years prior to World of Obsessioncraft. But hey, I too am guilty of early comparisons and Carbine weren’t exactly shy to point out their target audience in the past, either.

Contrary to the popular notion Wildstar isn’t WoW, more importantly does not feel like WoW. Much rather I would say this: Wildstar is heavy metal.

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A penetrating first look at Wildstar’s feels

From the get-go, Wildstar struck me as its very own thing. The overall feel and very consistent design concept seem well-known and yet aren’t, not after taking a closer look and certainly not within an MMO context anyway. If I had to describe the visuals to anyone, I would go with Brutal Legend meets Borderlands 2. That level-up animation still paints a wide grin on my face. This game is outspoken and slangy in its humor and despite the candy colors, it also has grimness and maturity to it (candy-color me impressed!). There’s the Firefly-like thematic fusion of a cyber-metal-punk wild west adventure…with pink bunnies.

The cartoony graphics of Allods mimic WoW in a way that Wildstar never does; more stylized, more artsy and whimsical are the settings of the Nexus and this painter’s brush is a different brush entirely. The world expands vertically as much as horizontally so the player character gets dwarfed more easily; a counter-immersive effect I’ve referred to (and complain about) as the goldilock’s experience before. Anyway, as a sucker for authentic and mature in MMOs it took me a good while to get used to the hyper-stylized graphics; staring at the grass in Wildstar for too long requires a willingness to suspend disbelief –

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Whatever this is, it ain’t real grass!

But let’s rewind things a little and start at the beginning: the character customization. Wildstar offers as many options as vanilla Warcraft in terms of body and height variety which means well, none at all. That’s quite the flaw in 2014. At the same time, we are seeing some of the most exciting, accomplished and refreshing race design since Allods and maybe Tera. Boring and uninspired humans with weird hairdos aside, some of the Draken, Mordesh, Granok and Chua models are simply to die for.

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Once you leave character customization, Wildstar is quick to introduce players to combat with their very own tunnel scenario. Yeah, they do that. Once again, there’s much to get used to here and it’s safe to say the doubly active telegraph combat couldn’t be more unlike WoW even if Carbine are aiming for the same strategic depth and role-based play with their group content. In the same vein, their restricted skillset and talent system strike me as modern and light-weight in a way WoW is only just learning to be, simplifying things with every new expansion.

I could go on from here and point out how the (sticky) camera in Wildstar works differently which gave me pause. There’s no insta-turn and quick 90° cutting corners which some players will clearly miss for the first few hours even if it feels natural after a while.

Or I could describe the chaotic refugee city of Thayd that feels nothing like any Warcraft city I’ve ever been to. If I had to name something about Wildstar that really let me down it would be questing which, despite different path options, is very kill ten rats. In this there’s no letting off Carbine.

In summary: You should probably give this a try

So many aspects in MMOs make for that complex, intangible quality that we call “overall feel” and if nothing else, you should give Wildstar the benefit of the doubt as long as you haven’t played it. The Nexus is an odd place, alien yet familiar – not entirely new but new enough, a little more grownup than expected and every bit as polished as anyone could hope for. There will be things to love and things to hate but dismissing this new title over being a second World of Warcraft because cartoony looks, well that would be wrong entirely. Wildstar is a fresh interpretation of a classic, an ambitious and deep MMO world with an unmistakeable, stubborn and outspoken style. It doesn’t need to copy WoW any more than any of the other upcoming games do; I believe we can move on from this notion already.

Remembering FFXI and: Why I’m not playing FFXIV A Realm Reborn. Yet.

Square-Enix have officially halted digital sales for FFXIV:ARR due to an “overwhelming demand” and unlike for Guild Wars 2 one year ago, nobody can say they’re surprised. The blogosphere is abuzz with FFXIV impressions and even those who wouldn’t touch Final Fantasy with a stick in the past, are willing to have a look at A Realm Reborn which is quite remarkable to say the least. I always hoped that this title would be given a second chance; to see it appeal to the western market way more than its predecessor, which launched in a time pre-WoW, is pretty amazing. The fact that I have to be careful about how I criticize the game in my usual circles these days, is funny.

FFXI was my very serious introduction to the genre back in 2002. My love for this franchise is no secret and is frequently highlighted during Battle Bards podcast episodes. I will defend Chocobos to death if I have to and tell the world why Square deserve all current fandom for being consistent, faithful and shamelessly magical on so many levels. There are not many franchises out there that have not only seen as many years, but bested cross-platform and cross-genre hurdles the way the Final Fantasy series have. FFXI is one of the most successful subscription MMOs to date.

So really, nobody wanted ARR to be awesome and great more than me. I signed up for the beta the moment I was able to. I spent time on the character customization, questing and exploring the starting areas, playing different classes. Yet all things considered, I’m sad to say that FFXIV isn’t on my list of current MMOs. I was even tempted to write that final “why I’m not playing…”-post the way I usually do, but then decided against it. Despite the fact that I was majorly disappointed by the beta and that ARR has had a rather horrendous launch, I’m willing to give it another go in a couple of weeks or months, when SE have had time to address the biggest issues. Why is that? Because of FFXI memories and my hopes to see some of that return one day.

My very personal ARR (beta) impressions

Before jumping into retrospective, let me explain briefly why my ARR beta impressions can only be summarized as “an exercise in datedness”. Maybe I’m applying higher standards to this relaunch – in any case I have zero tolerance for its particular shortcomings. From the very beginning, SE’s communication in terms of beta dates, feedbacking / NDA and actual DOWNLOAD LINK were beyond abysmal. Polish in this regard, be it customer info or smooth account and payment management, were never this company’s forte. FFXI veterans shiver in fear thinking back on Play Online account management. Still….because it is 11 years later and because this is a relaunch, I expected better. This is poor guys. Poor!

After discovering the download link for ARR in some forum thread (…), successfully installing and finishing a somewhat strangely organized character customization where all the female voices sounded like pornstars before climax, my Lalafell Conjurer was thrown into Gridania. Instantly I was critted for 500k of wearisome tiny speech-bubble exposition. I get it…this is the uhhh “tutorial phase” for all the complete MMO newcomers out there (so many of them!). So, after clicking away what seemed like an eternity in Lalafell years, I did my best to navigate the horribly designed starting area with help of the equally horrible town map. Oh and teleport thingies….which didn’t seem to have names on the map – yet the beautifully long dropdown menu for picking destinations required me to know. Trial & error, said I!

What’s with all the double confirmations, by the way? Do I really want to – really really? Is this game developed by Microsoft Windows? …

All of this wouldn’t have been so horrible if ARR didn’t send you all around town for the most lazily designed and unimaginative fetch&delivery quests since kill ten rats. First I wasn’t sure if they were kidding when asking me to pick up 6 sparkling vegetables lying around right before my nose. Then it turned out this quest wasn’t the exception. That’s when cold desperation took hold of me.

There was also a “do this emote”-quest for variety. It was my absolute highlight.

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Outside town the world was a beautiful as ever. Yeah, they know how to do that stuff. Pulling mobs was weird in a group, what really irritated me however was how combat was still slow and formulaic. Also, SE have apparently not caught up with the whole shared tapping and nodes concept that makes newer MMOs so enjoyable. Sigh.

…There’s more and Jewel did a good job rounding things up elsewhere, so I’ll stop here. I know some of these issues were fixed since beta, the biggest offenders however remain and have me worried for the game’s future. To clarify, it’s great so many players are enjoying the current state of ARR, and if you happen to enjoy the more traditional or oldschool approach to all things MMO mechanics, more power to you! Still, I feel let down by the lack of polish and creativity in many areas, considering how a re-launch of an already once-failed title will have much to prove in the long run.

Remembering FFXI

This is where the ranting ends because there is much to love about the FF Online franchise. When I think back on my days in FFXI, many things stand out in my memory – things that made it worth my time and that may similarly change my opinion of ARR. To list just a few highlights:

  • FFXI was one of the first MMOs to introduce multi-guilding via linkshells. I loved the idea, I still think it’s a good one.
  • There was the insanely well-designed and flexible class system, with added hero classes. I was a Red Mage / Bard and up to date no cooler implementation for an MMO bard class exists to my knowledge.
  • As bad as auction houses were, as great was the simplicity of individual player shops via public inventory bag.
  • SE have always understood the importance of player housing.
  • Beautiful character, animations, spell effects and gear design. A beautiful world to play in, full of nostalgia and the most wonderful music.
  • Party combos actually mattered

My main reason for stopping FFXI was mostly twofold: the money and exp grind was insane for the average player – and FFXI was a game of merciless forced grouping after lvl 16ish with no soloability and setup flexibility whatsoever. I could’ve lived with much of its other imperfections and overall punishment but these main factors proved too detrimental to my longterm enjoyment and acceptance.

Needless to say, much got fixed and balanced as the game progressed. However, by that time there was another MMO called World of Warcraft demanding all of my attention. Which is where my worries for FFXIV come in: what’s gonna happen to subscriber numbers early 2014, when all novelty has worn off and the game will have to put up with some serious competition? It’s easy to love things when they are new. Which is why I do have my hopes up that ARR will see some much required fixing and polishing during the coming months, as more players engage with it and leave vital feedback. One can only hope for Eorzea because right now, things just aren’t “good enough” – yet.

That EQNext Update and whether we should be excited

So EQNext is officially more than that green picture ever since the big Las Vegas SOE reveal this August 2nd. TAGN made a nice round-up of MMO blogosphere reactions in case you’re still catching up like I do. Wilhelm calls himself cautiously optimistic which is all I’ve ever been in regards to this title. Much is riding on the big name; very bold has been the sandbox boasting in the past. I’m not a fan of developers who talk more than they’re showing, so at least now we’ve finally got some facts and videos to add to that grand idea that is EQNext. So let’s have another brief look while I’m trying to reign in the MMO summer-malaise sarcasm.

The “sandbox”
As a Minecraft fan I am mildly excited by the Landmark feature, especially in regards to real world implementation. Player created goods and services are always healthy for virtual worlds, although I am not sure how much I care for the destructibility of the environment. It sounds like a gimmick given it’s restorative nature.

Classes and combat
As much as SOE try to be innovative, the combat and class system of EQNext sound like a perfect hybrid between Final Fantasy XI and Guild Wars 2 (which is not a bad thing). Tons of classes and cross-class combinations have existed in Vana’diel since 2002, while active combat with a very limited set of weapon- and class related active skills is one of the reasons why I like Guild Wars 2 as much as I do. Means, no complaints here from my end; I am all for class freedom and fast paced, minimal UI combat!

Levels and progression
Sadly the one big oversight in Guild Wars 2, I am happy to hear EQN will do away with leveled progression. As far as alternatives go, we have yet to hear how exactly player progression is to be paced in this game. Personally I’d like to know how grouping / group setup will be balanced and what type of spin SOE intend to put on traditional questing. Frankly, I don’t think anyone can do much better than ArenaNet in this department.

The look
Maybe the biggest disappointment for me personally was the overall look of EQNext, combined with the action scenes shown during Part 2 of the presentation. Nobody was more surprised than myself to see SOE go for the cartoony Disney aesthetic that comes dangerously close to the butterfly in my MMO venn diagram, rather than opting for a more traditional medieval / high fantasy style that so many Everquest veterans no doubt expected. While I’m no veteran myself, I had high hopes for EQNext to put a modern touch and polish on what I associate with the olde D&D vibe. Instead, SOE presented us with Belle and the Beast (who looks strangely like World of Warcraft’s alliance crest come alive) jumping, hovering and rolling their way through a dirt parcours in platformy fashion.

Oh God…whyyy?

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“…both a little scared, neither one prepared..”

I’m having a hard time recovering from this blow. While graphics aren’t everything in MMOs, the chosen style dictates a lot of the feel and atmosphere of the world. As far as cartoony graphics go, there is almost always a level of slapstick, popculture referencing and general lack of seriousness involved. That is one WoW legacy I could really do without – although SOE might have more reasons for this move than trying to follow World of Warcraft’s wide appeal and “longevity factor”. I think one can greatly over-credit WoW’s graphics style in this context. People still play WoW because it’s consistently managing to be a polished package that has a great deal to offer. That’s why players are willing to overlook its by now dated, cartoon graphics – not vice versa.

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Phooey!

In general, the emphasis on things like facial expressions and clothes movement seems strangely overstated in Georgeson’s speech. While it’s nice to have detailed character customization or flowing fabrics in MMOs, I found myself cringing at the above selection of comic faces. This level of detail supposedly adds to our characters “coming to life” – I guess that’s where the presenter lost me. I always treat my MMO characters like alter egos and I’d like to think that it’s me, my personality and way of playing them that adds life to them. Heck, players have breathed life into 8bit pixel avatars since the beginning of video gaming. So no, I don’t like these EQNext characters at all. As for how they move around terrain, I hope combat won’t be quite as platformy as it looks like. I am of course blown away by yet another mage with blink…

Emergent AI and NPCs
If there was any mention of AI and the role NPCs are to play in EQNext during this reveal, I missed it. Either way, this feature is still my biggest draw for the title (see this great article on US Gamer for some more recent info). I’ve been excited for Storybricks ever since Namaste went more public with the concept and I can’t wait to read all about questing and NPC relations in EQNext. That might be the one thing winning back some of my sympathies. Having greatly enjoyed Animal Crossing New Leaf for the last couple of weeks on my 3DS, I am once more amazed at the mightiness of complex AI in video games. If SOE are really looking to innovate, this is one of the great untapped goldmines in MMO gaming. Fingers crossed!

GW2 Appreciation Day. Or: The seven months Recap

It’s been seven months to this day since Guild Wars 2 launched somewhat rocky in August 2012, and ever since players have argued just how much genre evolution has in fact taken place with this title. How much has GW2 truly pushed MMO design forward? Over half a year later there is more meat to such analysis.

I will never forget the heated discussions preceding this launch or some of the emotions flying high in the blogosphere. Hardly ever do unreleased games invoke such passionate argument between nay- and yay-fronts. Arenanet’s bold statements and promises for GW2 managed to provoke even the most level-headed genre veterans. So, you are talking of better days?- Well, you better prove it! Any developer can wax lyrical over their unreleased product of course. Yet, here and there this recent twitter observation rang true: “Pessimism is the natural state of the MMO gamer.” We like to complain a lot – but oh, beware of promising us improvement! If it sounds too good to be true that’s probably because it isn’t.

Or was it? Scary is taking the opportunity today to muse on the state of GW2 and what he is thankful for to ANet. Personally, I concur that there is much that GW2 has done for me and that I believe will shape MMOs to come. Seven months later, it is still part of my weekly MMO diet. There are also things however that did not turn out as well as I had hoped. So, while this is by all means an appreciation topic, I will cover all bases in a short recap.

Getting the bad out of the way

I think it’s safe to say that WvW did not deliver on my personal Alterac Valley dreams. Others have already analyzed in great detail all that went wrong in ANet’s three-faction PvP conflict model, preventing it from becoming a source of constant, passionate strife and server pride. As much as I wanted to engage in WvW, even after joining a PvP guild and seeing my server hit #1 on the EU ladder, my flame for this part of the game was sadly never kindled.

I have recently commented on why I feel let down by the subtle change from GW2’s open world no-grind (or at least missing item-centricity) premise, to what has become an endless grind for gear, tokens and daily achievements. ANet feeling pressured to re-introduce these features in lieu of non-existent endgame is probably my biggest GW2 qualm right now, closely followed by their lack of preparing an ingame grouping tool or at least global channel. While player initiatives such as gw2lfg are laudable, I am still at utter disbelief over this.

Other than that, the biggest surprise would be the miss-happen (under-)usage of the item store and inane approach to cosmetic gear (town clothes /eyeroll). If there’s a thing I expected this MMO to do well, it would’ve been cosmetics. But browsing the shop seven months later, one could think ANet do not actually want our money, much to their loss.

Leaving a mark on the MMO map

In spite of few serious short-comings, I consider GW2 a smashing success – and over 2 million box sales are not what I’m referring to. There is no doubt in my mind that GW2 did achieve some of the most important innovations and changes that it originally set out to do. This will and already has had impact on games yet to come.

So, in the spirit of appreciation day, here’s what I thank ANet for:

  • For proving once and for all, despite all doubt and suspicion, that MMOs can feature classic combat without role restrictions and holy trinity. I always believed in this particular feature and wasn’t let down.
  • For introducing a score of varied outdoor events and revolutionizing the fetch&delivery grind of mainstream MMOs.
  • For featuring an active MMO combat with exciting weapon combinations that feel different for every class.
  • For breaking up level progression and keeping to a flat leveling curve.
  • For de-cluttering the MMO UI and keeping a small health bar.
  • For a high level of gear customization in terms of armor dyes.
  • For curvy Norn ladies with proper booty and some of the most consistent, achieved race design in Charr, Asura and Sylvari.
  • For massive outdoor dragon encounters (even if they could be more difficult)
  • And last but far from least: the most stunning, beautiful, inspiring and shamelessly magical MMO world and aesthetic up to date – on land as much as under water. If that wasn’t enough, you also got Jeremy Soule to seal the deal and irrevocably hook you to the wonder that is Tyria.

 

I’ve seen some discussions of late on why graphics don’t matter and how we should return to pixels because that made for better games; I couldn’t disagree more. Graphics are not what makes or breaks an MMO – but give me a great game with GW2’s graphics and vividness on top and I remain your faithful customer forever more. Accomplished design and sound effects are the delicious sugar on every MMO cake.

Which of the above accomplishments do I suspect to have the greatest impact? No doubt we’ll see increased grouping freedom in future MMOs. Roles will likely return in both Wildstar and Elder Scrolls Online, but never again to the extent and inflexibility of past trinity-based AAA-titles.
More active combat is already here; we can see it in Tera and all bigger releases of 2013 feature it in one shape or form. I wouldn’t credit GW2 for this trend too much but its arrival has marked a new era of less formulaic MMO combat. That said, one can still improve on the zerg.

By far the biggest influence of GW2 lies in ANet’s revamped questing and dynamic event model (and yeah, I still call’em dynamic). Probably the most dramatic shift for me personally, GW2 has set a standard that future, western MMOs simply cannot afford to overlook. I can forgive fedex questing in LOTRO – never again though will I settle for a new MMO setting me on an uninspired kill-ten-rats routine. Thank you Arenanet for showing us what can be done!

I’m sure much more could be said for other aspects of GW2, such as crafting or the much debated personal storyline. I leave it to others to judge such matters as I lack the required focus and expertise. I realize too, this didn’t turn out to be such a short recap after all. I trust my readers will forgive me. The short version is that GW2 is the best thing coming my way since World of Warcraft and while being far from perfect, it hasn’t let me down on my biggest hopes and wishes. And for that I raise my hat to Arenanet.

With that, I am off to continue the Living Story. Enjoy your time in Tyria!