Wednesday, December 02, 2009

Initial Impressions: Allods Online (beta 2)


Allods Online looks like World of Warcraft. It also feels and plays like WoW. This is a compliment, because Allods Online is a good, fun game to play

Allods Online is an upcoming free-to-play (F2P), but supported by micro-transactions game from gPotato and Astrum Nival. It entered closed beta 2 yesterday and I was able to put a couple hours into it.

As with WoW, Allods is divided into two factions: Empire and League. Both sides offer similar classes, albeit named differently based on race. At this point, I am unsure how much of a difference between factions the classes enjoy.

I chose to go with an Arisen Occultist (which is of the Psionicist archetype, Empire faction). The Arisen are an undead-like, mechanical race. They are Allods' version of WoW's undead, as almost everyone in game alludes to.

I guess I should cover that up front. Everyone in game won't shut up about WoW this and WoW that, but its understandable as it happens in all new MMOGs. Even in ones that aren't anything like WoW. This is a deal killer for some and has others quickly searching for the chat options to kill general chat. Personally, I just ignore it.

Back to my Occultist. This caster class works on a mental link mechanic whereby all my attacks against the linked target have some sort of benefit. I can then terminate that link, dealing a significant portion of damage. At first the mechanic is confusing as there are hidden benefits not immediately explained that reduce cast time and offer additional attacks (a DoT, stun, and an extra nuke). After a few levels, I am cruising with this guy.

User Interface (UI)

The UI for Allods is familiar to anyone that has played a diku-inspired MMOG in the last decade. It most closely resembles WoW's and again that is a compliment. Many games try, but fail to emulate some of WoW's better features such as the UI. There are hotbars, menus, a quest tracker, and a familiar looking character info pane.


The only missing item is a minimap, but the larger world map works well. I have not investigated whether a minimap is even available.

Combat

A lot of previews have stated that combat in Allods is slow, but in my experience the speed felt right. It was also smooth and enjoyable. Responsiveness is a bit off at times, but that could be related to the server debugging going on.

Technical

There is only one US server and it had a rough start. At first no one could connect and then after a couple hours it crashed and a login queue was put into place. This morning I did not encounter a queue and was able to play without issue.

I am able to run the game at maximum settings without a hitch (quadcore CPU, Nvidia GTX 260 graphics card, 4Gb RAM, Windows 7 Pro x64). My only graphical complaint is that the viewing distance is tiny, but this is the same complaint I have with WoW's limited viewing distance. In crowded areas, to save on performance, only so much is loaded, which often leads to moments where you think the way ahead is clear only to move five feet and find out there are 10 people standing there instead.

Little Things


There are little things that separate Allods from WoW and other MMOGs.

An immediately noticeable and welcome feature is how rest experience works. Instead of accruing rest exp while logged out, players gain fatigue while fighting/completing quests. This fatigue can be traded in at innkeepers for experience. I am unsure if excess fatigue negatively affects a player or not.

Death is handled via a purgatory mechanic. Upon death players are banished to a small zone with other dead players. They are given the choice to wait a short period of time for a free resurrection or pay with experience debt for an immediate revival. There are also consumable items available in game that can be used to escape purgatory unscathed.

There are some fairly unique classes and races in the game. The Gibberlings race features three small furry avatars that act as one. Summoner classes have non-standard pets, such as the Orc's pet Gnome. Also the associated class for the archetypes are named different for each faction, giving a hint of uniqueness.

With these minor differences, there are some significant ones such as Astral Ships that will be revealed in the later levels of Allods Online. Beta 2 is capped at level 20 and limited to certain zones.

Conclusion

I'm being fairly positive in this initial impressions post because Allods came out of left field and surprised me. As I started with, Allods is a good game. The WoW comparisons are endless, but that's a good thing. Other F2P games like Runes of Magic made me want to go back and play WoW. Allods, so far, has made me want to log back in and play Allods. This game may be the F2P equivalent to WoW I've been looking for.


My Allods Online photo album is available via Flickr.

Tuesday, December 01, 2009

Nov 2009: What I'm Playing/What I'm Paying

Previous months: Oct 2009, Sept 2009

Check out the "What I'm Playing/What I'm Paying" Google Spreadsheet.


Commentary:

November was a fairly simple month for me. Left 4 Dead 2 launched and then December was here before I knew it. As my only gaming purchase, L4D2 set me back $45 (and would have been only $34 had I not waited so long and went in on a 4-pack with friends).

Before I get to L4D2, I want to mention that I did play some other games this month. I finished my first playthrough of Borderlands and am working on a review of the game as I play through it a second time. Its a good game, not great and misses on just about every category. Fortunately, there is a shitload of guns to make up for it.

Also, I took advantage of the six free months for Pirates of the Burning Seas. I like the game, but it was just a bad month to get started...

... because Left 4 Dead 2 took up the majority of my time! I posted my initial impressions and I'm still amazed by this game. Its tons of fun and improves on the game in almost every category. My only complaint is that the new survivors are not as "awesome" as the first four. I miss Bill.

Conclusion:

Free MMOs, that aren't normally free, are awesome, even if I don't have a lot of time to play them. Steam continues to prove its value with another pre-order special and on-time release with a preload of the game.

Upcoming changes:

I started using Xfire again this month and that is going to change these monthly What I'm Playing/What I'm Paying posts for the better as I get more granular data on how long I'm playing each game. Expect a new, more detailed spreadsheet next month. This is part of a move towards changes in how I want to run this blog (or is this a website now?).

Hurry, Get an Allods Online Beta Key!

Allods Online hits beta 2 today.
Gala-Net, Inc., a leading free-to-play online game publisher, announced today their second Closed Beta Test (CBT) for Allods Online in the North American market. The second CBT will run from December 1st through December 15th and will enhance the user experience with brand new content.
To get a key, follow one of the below links:

I have keys available!

MMORPG.com
Massively

Ocean Water Moved By The Moon

Someone has invited you to preview Google Wave!

Google Wave is a new online tool for real-time communication and collaboration. A wave can be both a conversation and a document where people can discuss and work together using text, photos, videos, maps, and more. Learn more at wave.google.com.

This is still an early preview of Google Wave, so you may run into some bumps along the way but we look forward to your feedback.
Makes me think of this article: Google Wave: we came, we saw, we played D&D.

Sunday, November 29, 2009

Heartlessgamer.com needs YOUR feedback!

Update: THANKS for the great responses so far! Those of you with DISQUS commenting problems, I am working directly with DISQUS on them.

Saturday, November 28, 2009

Allods Online: A Look at Astral Ships

More amazing insight into the features of the upcoming Allods Online. Today I came across this link detailing Astral PvP, mainly focused on the role of Astral ships:
Exploring the Astral

At the start of the development of Allods Online, a special Core Design Team that included Alexander Mishulin, Creative Director of the game, was responsible for all the important Game Design decisions.

During the meetings, the team’s vision of the Astral was discussed at length. Initially, its main purpose was to allow players to embark on deep and exciting adventures of exploration. Fairly quickly, the conversations moved to how great it would be if Astral Ships had cannons, could hold treasure and participate in massive battles. The idea caught on, and soon the decision to include Astral warfare in the game was made. The next step was to create a prototype to make sure that the ideas that they had in those meetings were possible in the game, with gameplay as the team had initially wished.

The result of this prototype was amazing, so the development team started work on incorporating Astral battles into Allods Online.

According to the game lore, many years have passed since the times of “Evil Islands”, the third game in the Rage of Mages series. It was conceived that both the Kanian and Xadaganians had performed a great technical leap in the years between the two games. The Sarnaut World Bible stipulated that travel between allods was only possible through portals controlled by the Great Mages, but by the time of Allods Online, the inhabitants had discovered the secret of Astral travel for both exploration and warfare.

The Ultimate Gameplay

The team had a lot of big and small changes as they evolved their concept from a prototype to a full 3D ship. They wanted to make sure that there was a wide range of strategies available to players, and allow new strategies to emerge as players populated the world. On the first tests of the prototype, the game featured only combat with no boarding. The battle ships lacked open spaces and featured lots of small rooms, packed with corners and curves. This meant that players who favoured ranged abilities were unable to use them.

For example, Mages could not use Fireball spells as the different barrels and barriers blocked their line of sight through to their opponent, and opponents could avoid magical attacks very easily. The team played through the prototypes and came up with a novel solution: players would be able to cast a spell in advance before chasing their opponent down and hitting them with it. This feature stayed with the game throughout development and can now be found in the game.

While having a lot of fun playing with the game, the developers added new improvements into the Astral battles almost daily. These test sessions were crucial to polish and improve this key component of Allods Online’s gameplay. The team quickly found out that fighting on these big battleships was very different to fighting on small boats.

Another feature to evolve during these sessions was the appearance of roles on the ship, missing from the early prototypes. A result of this was the appearance of the role of a Navigator, a single player who can see almost everything that is happening around the ship and who dictates the course that the ship should take through the Astral. Features such as the ability to turn the ship 180o were added, and then special abilities that could be used during combat. The role of a repairman who initially stood in the centre of the ship in prototypes was given to a team of goblins.

As always in game development, the prototype proved to be a key component of the development process, allowing the developers to make a unique style of gameplay that would allow the game to stand out from its competitors. And as the developers are all gamers, it meant that they were being as critical as any other player could be to develop a perfect balance. What else could they ask for?
Explorer or Pirate?

Having your own ship in the Allods Online universe opens up a wide range of opportunities to players. Firstly, it allows an utterly different type of gameplay experience to that which can be experienced on the ground. Players can be a pirate, an explorer discovering new allods that hold precious treasures or can fight or retreat from huge and powerful monsters that inhabit the strange and changing substance called the Astral. All players need to do is to get their player to the right level with their characters, gather friends, start building their ship and embark on adventures across the Astral.

The Astral is a dynamic, changing substance that appears to have a life of its own. This means that any travel away from the security of an allod is very random, with lots of exploration available. Players who find a way through to one place using a certain course should keep in mind that they may never get back to the same location by following the same course.

When players unlock Astral battleships, they can travel in rather safe zones, fighting small demons and discovering small allods. As their fighting skills develop and their ships improve, players will soon realize that they are ready to embark on far more dangerous adventures and explore the far Astral. There they will encounter huge monsters that hold useful trophies, find unknown islands and have the opportunity to fight other ships. Once their ship is packed with treasure, they need to set back home. The return trip can be as eventful as the journey, as a booty-laden ship is an attractive target for pirates that are hidden among the conduits that connect the Astral.

Players have lots of choice to get back home. They can set off in a random and unknown direction, and risk getting lost and losing their ship with all the treasures in its hold. They can engage pirates and defeat them in battle, or try their luck and see if they can sneak past the pirates. Risk is an important part of the Sarnaut world.

A task for everyone

From the early sessions as the developers worked on Astral Ships, they quickly decided to implement roles for different players who would play on board. However, it was not clear how these roles would be distributed between the crew of the ship. As time went by, the developers decided that roles should not depend on character classes, and went as far to make sure that players could choose their role on the fly in the heat of battle.

Each ship has an energy reactor that converts energy captured by the ships sails from the Astral to all the components of the ship: its engine, protective shields, cannons and the powerful mana-torpedoes.

A crew member needs to take on the role of the ship’s captain. Any player can take this role, so it Is not confined to the ship’s owner. Players will need to decide this amongst them, and the person they choose will receive a special Navigator’s Visor to allow them to see the space around the ship, and to forsee threats that could emerge from the Astral close to them. Then there is the helmsman who decides the course that the ship will take. For combat, several players on the battle deck use cannons or torpedoes. When the ship gets damaged, a player in charge of repair should make good use of the goblin repairmen that populate the ship, setting them to work on damaged areas.

If they are boarded, the ship’s deck turns into a real PvP area. The ship is surrounded with a special protective sphere, all the ships components are turned off and players participate in a fierce battle for control of the treasure located in the ships hold. It doesn’t matter what role players have in this situation, every crew member is required to fight off the threat.

Looking for high level Carpenters, PST

Astral ships are a very important and useful gameplay element in Allods Online. Pretty much every player will want to own a ship, sooner or later. It’s not an easy thing though, as owning a ship requires co-operation, an investment of time, and in-game money. After reaching a certain level, players can get a specific quest that reveals the secret processes involved in building a ship.

Astral ships are complex devices, so the process of building them takes a lot of time. There are ways to speed up the process by completing sub quests that reward you with useful materials. The next quest in the line will involve a group of high level players going through a dungeon. A small time investment in ship building each day can lead to a ship being built in a third of the normal time. Players can also watch the ship being build in the hangar bar and see if grow bit by bit. This hangar can be entered by going to the Astral Academy, which also contains a dock for parking your ship, and a repair shipyard.

The Astral Academy is always packed with explorers, customers, traders and NPC characters in charge of the Astral quests. It is the ideal place to meet other players looking for Astral adventures, Astral storytellers and a place to find out the latest intel on pirates.

Teamwork makes the dream work

Maneuvering an Astral Ship is not a simple task; various mechanisms are involved in the process and many important devices need to be co-ordinated to ensure that players go where they want to go. A successful trip requires co-ordination by all of those on board. The Navigator’s device will show all the threats around the ships environment for several kilometers. Teleporting pads allow players to board enemy ships and transfer to the hangar bay while shields located on each side of the ship protect it from damage. The captain’s visor also allows players to scan an enemy ship and let the crew see the status of their ship.

The main weapons on a ship are the cannons, which can be loaded with several types of magical ammunition. Some can be used to break through the shields, others will inflict damage on the ships hill, while others will break devices on the enemy ship. In addition to the firepower available with the cannons, torpedoes are located at the front of the ship and allow players to shoot straight ahead.

But most importantly, the heart of a ship is its energy reactor. A crew who does not protect this at all costs, all the time will have a hefty repair bill and have their Astral adventures curtailed if this is damaged. You have been warned.
Pretty cool stuff. Can't wait for the beta on Dec 1st.

Friday, November 27, 2009

Allods Online Tips

Ever since my days as the "#1 Warhammer Online fan", I've tried to stay away from official media sources for games. It's not that they fool me, its that they no longer feel like they are directed towards me. I have moved towards relying on bloggers who I follow on a regular basis. Bloggers who may get a bit too excited about games at times, but consistently put down solid information as though they are talking to a group of friends.

Keen and Graev and friends are busy at work putting together some information on Allods Online:
There are so few places to find quality info about the game that I figured a thread with interesting tidbits of info could go a long way. Feel free to post any information you find that you feel would be interesting and informative for people wanting to learn more about Allods Online.
I commend them for the effort, as Allods Online is starting to pique my interest (I just received a closed beta key via MMOCrunch).

The following Allods tidbit has me drooling:
At lvl 23 you WILL(no exceptions if you wanna lvl) be sent to Holy Lands. In Holy Lands you get to quest with the opposing faction and most quests involve killing their soldiers/players or taking over strategic points or sabotaging their stuff.

One of the first places you will be sent to is Spider Hill.

Atop the hill is a place of power that gives you a 10min buff if you stand on it. Thats ofc is a good thing to have. On either side of the hill are Liga and Imperia camps.

Let me tell you something. When I got to that Hill….I had the most fun I have ever had in the game. PvPing with Imperia was wicked fun.

Alas, it didnt last too long. After about an hour of awesome combat a lvl 40 Imperia Mage came over and ruined everything(that [I Am A Potty Mouth]!).

But in conclusion: Yes you will be sent to a place where you quest and PvP at same time.
This sounds like a really neat idea. Generally PvP has been introduced to MMOG players with on/off switches, rarely with motivation or consistency. World of Warcraft has PvE vs PvP servers and then instanced battlegrounds. Warhammer Online throws players at each other from the get go, but in zones full of NOTHING or an instanced scenario.

Whats outlined above for Allods Online seems to be a much more natural progression (albeit forced) into the PvP conflict. Also, the free-2-play aspect of the game could play into this as those that pay up could possibly have a huge edge in PvP.

I'm very interested to get going in Allods Online come December 1st.

#BlackFriday: Games

Update: 28 Nov, 2009 - Removed links as Black Friday is over. Cyber Monday is next!

Thursday, November 26, 2009

Wednesday, November 25, 2009

Borderlands Playthrough 1 Complete

I just finished my first playthrough of Borderlands. It will take a few days, but I do plan a fairly in depth review. To put it simply, I don't complete many single-player games, so for me to finish this game says something.

For anyone that has played the game, the ending is weak and I'm not talking about the story part. For the fight, all I had to do was stand there and fire. The damn thing never hit me and then it dropped only basic weapons. Totally robs any cool points for all the hard work.