Saturday, January 02, 2010
Mirror's Edge is like Portal
Mirror's Edge is a racing puzzle game, not an action FPS. The sooner that is understood, the sooner the game can be enjoyed. Forget that there is gun-play, this game is all about getting from point A to B in the fastest time and most efficient manner.
The only game I can compare Mirror's Edge to is Portal. Both games are frustratingly hard and require copious amounts of trial and error. The levels are NOT meant to be beaten the first time through. At some points, both games almost demand the player goes to YouTube to find a walkthrough video.
Both games seem to make the complex simple and the simple complex. Many times while playing Mirror's Edge I would easily complete a complex running jump only to miss the next basic jump across a two foot gap. My guess is that so much trial and error goes into the tricky parts, that players unknowingly let up on the easy stuff. Still, sometimes I think the game just wanted to punish me for figuring something out.
After mastering a level, there is almost no challenge the second time through. Re-playability is limited to those looking to beat their previous best.
Neither game features a UI. And with so many near misses and vertigo-inducing leaps in Mirror's Edge, a UI would have ruined the experience.
Like Portal, the story for Mirror's Edge serves little purpose other than giving a backdrop to the game and motivation for completing the levels. The story in Mirror's Edge isn't that bad and the world is fairly interesting (and beautifully rendered).
For characters, just as Portal features GLaDOS, Mirror's Edge features Merc (short for Mercury) as the overseeing director of activities. Fortunately, the leading lady, Faith, tends to speak up for herself in Mirror's Edge, where as Chell remained silent in Portal.
As a final nail in the comparison coffin, both games are far too short, ending promptly after a few hours of play. Mirror's Edge, well worth the $4.99 spent.
Friday, January 01, 2010
Dec 2009: What I'm Playing/What I'm Paying
Previous months: Nov 2009, Oct 2009, Sept 2009
I'm not embedding the spreadsheet this month because with the birth of a new year, I am planning a new approach to these posts. The "What I'm Playing/What I'm Paying" Google Spreadsheet is still there for the previous months.
I'm not embedding the spreadsheet this month because with the birth of a new year, I am planning a new approach to these posts. The "What I'm Playing/What I'm Paying" Google Spreadsheet is still there for the previous months.
Tags:
Bioshock,
Mirror's Edge,
Raptr,
S.T.A.L.K.E.R.,
Site News,
Steam,
World of Warcraft,
Xfire
Looking Back on 2009, Heartless' Predictions Reviewed
Its that magical time of year where I get to review my predictions for the previous year. Read my original predictions post here. My commentary is after the jump:
Thursday, December 31, 2009
In The Year 2010, Heartless' Predictions
Its nearly 2010 and without further hesitation, here are my predictions:
1. Warhammer Online: Age of Reckoning will be sold or shut down by EA.
2. Star Wars: The Old Republic will NOT launch this year.
3. Already launched MMOGs, not named World of Warcraft, will have a rough year.
4. Newer, quality F2P games will storm the market and one will challenge WoW for the mainstream playerbase.
5. WoW will remain the king cash cow as the subscription model continues its dominance.
6. Digital distribution will start being taken seriously by market analysts as Steam proves the platform's power on the PC market.
7. Digital distribution will quietly replace boxed sales completely for PC games.
BONUS REAL LIFE PREDICTION: A political uprising will shock the world and the mainstream media will only find out about it after checking their Twitter accounts. Three days later, they will realize it was simply a mis-spelled #hashtag and re-purposed Youtube videos.
1. Warhammer Online: Age of Reckoning will be sold or shut down by EA.
2. Star Wars: The Old Republic will NOT launch this year.
3. Already launched MMOGs, not named World of Warcraft, will have a rough year.
4. Newer, quality F2P games will storm the market and one will challenge WoW for the mainstream playerbase.
5. WoW will remain the king cash cow as the subscription model continues its dominance.
6. Digital distribution will start being taken seriously by market analysts as Steam proves the platform's power on the PC market.
7. Digital distribution will quietly replace boxed sales completely for PC games.
BONUS REAL LIFE PREDICTION: A political uprising will shock the world and the mainstream media will only find out about it after checking their Twitter accounts. Three days later, they will realize it was simply a mis-spelled #hashtag and re-purposed Youtube videos.
Tuesday, December 29, 2009
Heartless_ Game Review: Borderlands
Borderlands, from Gearbox software, blends FPS with RPG and tickles the loot center in every gamer’s brain. Borderlands is a good game, but misses greatness in every single category. Fortunately, there is a shitload of guns to make up for it.
Borderlands the RPG
Borderlands has all the makings for a great RPG: interesting characters, progression, and a story. Unfortunately, Borderlands is the king of “almost”.
The characters, like Dr Zed, come with great introduction scenes, but are quickly limited to dialogue boxes only. Other NPCs stand still, not moving, and often blend so well into the scenery that players walk by without noticing them. The only characters that stand out are the R2-D2 inspired robots nicknamed "claptraps" and some random chick that appears on screen to provide dribbles of information throughout the player's journey.
The story is fun to think about, but is not a draw for the game. It ends abruptly and does not make use of the characters or game world very well. The world itself will often make a better story than what is being sold by the random chick that pops up on the screen. The pieces are there, but the story is never put together firmly.
Character progression is handled via talent trees where players can specialize their skills in various weapons and skills. It's a well rounded, but average system. Each character recieves their unique class skill at level 5. After that, there were not any milestones that made me feel like I was achieving an important step in my characters life. Weapon skills are raised by using various weapon types
The loot is really the only RPG staple that stands out in Borderlands. It randomizes the look, stats, and effects of each weapon. With any randomized system, there is a lot of junk that is worthless, but getting a rare weapon is a treat. Getting to use that weapon to take down a giant mammoth-like Rakk Hive is icing on the cake.
Borderlands the RPG
Borderlands has all the makings for a great RPG: interesting characters, progression, and a story. Unfortunately, Borderlands is the king of “almost”.
The characters, like Dr Zed, come with great introduction scenes, but are quickly limited to dialogue boxes only. Other NPCs stand still, not moving, and often blend so well into the scenery that players walk by without noticing them. The only characters that stand out are the R2-D2 inspired robots nicknamed "claptraps" and some random chick that appears on screen to provide dribbles of information throughout the player's journey.
The story is fun to think about, but is not a draw for the game. It ends abruptly and does not make use of the characters or game world very well. The world itself will often make a better story than what is being sold by the random chick that pops up on the screen. The pieces are there, but the story is never put together firmly.
Character progression is handled via talent trees where players can specialize their skills in various weapons and skills. It's a well rounded, but average system. Each character recieves their unique class skill at level 5. After that, there were not any milestones that made me feel like I was achieving an important step in my characters life. Weapon skills are raised by using various weapon types
The loot is really the only RPG staple that stands out in Borderlands. It randomizes the look, stats, and effects of each weapon. With any randomized system, there is a lot of junk that is worthless, but getting a rare weapon is a treat. Getting to use that weapon to take down a giant mammoth-like Rakk Hive is icing on the cake.
Sunday, December 27, 2009
10 Days of WAR: Day Ten
The final day of my return to Warhammer Online: Age of Reckoning ended with a resounding thud as my bright wizard ate dirt for the thousandth time at the hands of a Choppa. To some, the last ten days may seem like an excuse for me to bitch about a game I once supported wholeheartedly. I want to say up front that I wanted to give WAR a fair shake, even if I didn't have plans on returning to a subscription. Unfortunately, at the end of the day, WAR is still the same sub-par game I left months ago, even if it has a new zone and better technical performance.
The new positives begin with the endless trial. This has brought new blood into the game and the newbie zones were hopping. Whether this is translating into subscriptions is unknown. My fear is that the experience in a well populated tier 1 zone leaves an impression that can not be held up by tier's 2 and 3. Players that come off the free endless trial may become bored quickly as the population hits rock bottom once outside of the trial zones. My suggestion would be to extend the free trial all the way to the end of tier 3. Yes, that's a lot of game for free, but tier 2 and 3 are a general waste of resources as it is. Allowing trial players into these tiers will spice life up a bit and give them a glimpse of what the end game of WAR offers in tier 4.
The new positives end with the Land of the Dead. As I stated, LotD is the model which all tier 4 zones should follow in WAR. The concept of separate RvR lakes does not work and actively hurts WAR's community as players do not mingle across play styles. If the principals of LotD (minus the gating mechanic) were to be applied across all tier 4 zones, WAR would be a better game.
The new positives begin with the endless trial. This has brought new blood into the game and the newbie zones were hopping. Whether this is translating into subscriptions is unknown. My fear is that the experience in a well populated tier 1 zone leaves an impression that can not be held up by tier's 2 and 3. Players that come off the free endless trial may become bored quickly as the population hits rock bottom once outside of the trial zones. My suggestion would be to extend the free trial all the way to the end of tier 3. Yes, that's a lot of game for free, but tier 2 and 3 are a general waste of resources as it is. Allowing trial players into these tiers will spice life up a bit and give them a glimpse of what the end game of WAR offers in tier 4.
The new positives end with the Land of the Dead. As I stated, LotD is the model which all tier 4 zones should follow in WAR. The concept of separate RvR lakes does not work and actively hurts WAR's community as players do not mingle across play styles. If the principals of LotD (minus the gating mechanic) were to be applied across all tier 4 zones, WAR would be a better game.
Saturday, December 26, 2009
10 Days of WAR: Day Nine (Set pieces)
My ninth day and disapointment in my return to WAR can be summed up by this picture:
That is a tank sitting in the Empire starting zone of Nordland. It hasn't moved in almost two years (and not a spot of rust anywhere!).
That is a tank sitting in the Empire starting zone of Nordland. It hasn't moved in almost two years (and not a spot of rust anywhere!).
After-Christmas Sales For Gamers
Update: 14 Jan, 2010 - Removed post and links as the sales are over.
Friday, December 25, 2009
Thursday, December 24, 2009
10 Days of WAR: Day Seven (PvE)
For my seventh day of Warhammer Online: Age of Reckoning I did some PvE.
One of my first posts about WAR on this blog was about the importance of PvE:
Ranting aside, WAR does have a good amount of cooperative PvE (I'm not talking about solo content today). The end game features dungeons and loot progression. The early game features a few dungeons and plenty of public quests. Both ends of the spectrum benefit from an open grouping system that allows players to find groups on the fly in their current area.
With my time limited, I was not able to get into any dungeon groups on my rank 40 Ironbreaker. I logged into my level 8 White Lion and journeyed to Nordland and Norsca to enjoy some public quests.
One of my first posts about WAR on this blog was about the importance of PvE:
WAR, without PvE, is just a mess waiting to happen.I took a lot of flack for suggesting that WAR needed PvE. WAR was going to be the ultimate RvR game, pitting throngs of players against each other in epic battles. PvE was only a momentary distraction! How wrong those people were. It is suicide to attempt to push out a triple-A game that focuses solely on PvP-oriented conflict. The player base is NOT there to support a game of WAR's budget size with only PvP. Plus, with only PvP minded players, the battlefield becomes very stale, very quickly.
Ranting aside, WAR does have a good amount of cooperative PvE (I'm not talking about solo content today). The end game features dungeons and loot progression. The early game features a few dungeons and plenty of public quests. Both ends of the spectrum benefit from an open grouping system that allows players to find groups on the fly in their current area.
With my time limited, I was not able to get into any dungeon groups on my rank 40 Ironbreaker. I logged into my level 8 White Lion and journeyed to Nordland and Norsca to enjoy some public quests.
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