Wednesday, August 04, 2010

Torchlight 2 Announced by @runicgames

Torchlight 2 has been officially announced by Runic Games.  See the official site here; pretty pictures from PC Gamer here.
Torchlight II ignites the franchise created and developed by Runic Games in this exciting sequel to the award-winning Action RPG Torchlight. Runic Games, located in Seattle, is a veteran team composed of the designers and leads of projects like Diablo, Diablo II, Mythos, Fate, and Torchlight, which won the Game Developer’s Choice Award for Best Debut of 2009.

Torchlight II is richly textured with our unique art style, drawing from traditional animation influences and expanding on the whimsical and quirky world captured in the original Torchlight. We aim for that broad appeal that’s appropriate for older kids, but is really intended for the kid in every adult.

CO-OP ACTION

The most exciting new feature of Torchlight II is the multiplayer element. Play with your friends, and use the free peer-to-peer matchmaking service to meet new players of a similar level and interest. Together players will discover expansive randomized outdoor areas and deep ominous caverns; random instanced and persistent dungeons, a huge variety of all new monsters and villains, endless variations of loot to find, and quests to complete. Players journey through the perilous Overworld, enjoying all new weather features, time of day events, and a rich and cunning story to drive gameplay.

BACKSTORY

Beyond the town of Torchlight lies a world shrouded in adventure and mystery. Guardian-warrior Syl appears in a prophetic dream, summoning the player to the Estherian Steppes. There, you meet with the Destroyer and soon venture across the continent of Vilderan, an exotic frontier besieged by forces of evil. A discovery unfolds, that the Alchemist, following his conquest of dark ember, disappeared on his quest to defeat the unknown corrupted force responsible for destroying the mystical race of Estherians. Aided by Syl, the remaining Estherian Guardians, and clues left behind by the missing Alchemist, you will find yourself battling a powerful enemy that threatens to unravel the elements of the entire world.

Runic Games will release Torchlight II initially as a digital download in Spring of 2011.

KEY FEATURES

* Multi-player – Play with your friends over a local area network, or over the Internet. A free matchmaking peer-to-peer service lets you make new friends for exciting co-op play.
* Customizable Characters – Players create and customize a character from one of four classes available and choose an animal companion. Through cosmetic, class, and gender choices, skill path decisions, and the treasures they acquire, each character can be custom-tailored to each player’s needs.
* Moddability – Torchlight II will release with an updated version of TorchEd, the Torchlight editor. Players have the option to create their own mods, adding even more content to the world. You and your friends can download the same mod and play together!
* New User Interface – Torchlight II boasts an entirely new, improved user interface, designed to be easier than ever for new players to pick up and play. Thanks to this intuitive interface, players have immediate access to a rich and varied world, with little experience necessary.
* Overworld Areas – Torchlight II has large randomized overworld areas to explore with weather, time of day cycles, and random events that provide players with even more content to experience.
* Random Dungeons – Delve into randomly generated dungeons within the game at any time for extra experience and rare loot. Dungeons in Torchlight II have even more branching paths to explore with friends filled with random events, rewards and dangers.
* Retirement System – Once characters are sufficiently leveled up, they can “retire” and bestow specific benefits and perks onto new characters.
* Pets – Players choose a pet to accompany them. Pets level up along with the player, and help in battle, learn spells, carry items, and perform a variety of support services.
* Fishing – Fishing returns in the sequel! Players can take a break from the high-energy pace of adventuring to relax by one of the many fishing holes and see what they can catch. Fish have unique benefits for the player and pet, while a number of other rewards can also be discovered.
I'm slightly confused, because I thought their MMOG was coming next, not another co-op/single-player game. Or I'm not understanding exactly what Torchlight 2 is!?

Tuesday, August 03, 2010

Microsoft Surface > iPad for boardgames

I was mildly intrigued by the idea of boardgames played virtually on a tablet such as the iPad. However, Microsoft's Surface continues to impress me, this time showing off Settlers of Catan.

Watch the video:



Now, some people may ask what advantage the Surface has over something like the iPad? Aren't they both just touchscreen interfaces and isn't the Surface super expensive? Yes, to both questions, but both are besides the points.

The iPad and like devices are touchscreen, but that's it. The Surface incorporates cameras within the screen to identify tags on different objects. That is how in the video both the real dice and card blinds work. That's the benefit of the Surface and why it's the better platform for virtual board gaming: it is meant to be used with real objects, not just virtual.

That leaves only the price at play and the Surface is expensive. But then again it is marketed as something that would be installed in a cafe or arcade of some sort, not a home use gadget (yet!). I really think Microsoft has a much better chance at long term success with the Surface vs. the flame of the moment tablets (which like netbooks, I guarantee will burn out soon enough).

Monday, August 02, 2010

July 2010: What I'm Playing/What I'm Paying

July was a laid back month for gaming. I started off with Elder Scrolls and ended up playing Bad Company 2.

I have embedded the new What I'm Playing/What I'm Paying spreadsheet for June below. The overall spreadsheet (includes previous months) can be found here.




Game of the Month


The Elder Scrolls IV: Oblivion: Game of the Year EditionElder Scrolls IV: Oblivion

Cost: $8.50
Played: 8 hours
3-words: lame, but bearable

I picked up a copy of Oblivion on sale via Steam. I like the game, but at the same time I don't like the game. Until I included some mods, it was an unbearable experience. The first few quests I went on in the game were bugged and without the console and UESPWiki, I would never have figured out what to do. Also, I can't stop accidentally clicking on random objects and getting flagged as a thief. Oh, and the default UI sucks balls.

Fortunately, I did install some mods and the game is bearable now. I have a better UI, better graphics, and the Unofficial Patch fixes TONS of quest bugs (pretty much every bug I had encountered so far).

I find the main storyline to be about as exciting as nails on a chalkboard. It is 100% generic fantasy and a hero with a thousand faces type stuff. But that's OK, because I can travel off the beaten path and explore an amazing world. It actually boggles my mind: they built this great world that's FUN to explore (a rarity in single player games), but couldn't build a decent story around it.

My end goal is to hit the Shivering Isles expansion, where I hear its a bit more fun.


/Played

Battlefield: Bad Company 2

I've had a renewed interest in BFBC2 this month and it dominated my /played. I've set some goals and am trying to unlock some of the harder achievements such as getting a bronze/silver/gold with all weapons. Coincidentally, unlocking this achievements gives a ton of experience, so my level is increasing nicely.

MtG:Duels of the Planeswalker

I've had a sick 11-month old all month (actually longer than that). DotP takes a dedicated block of time to enjoy and be fair to other players online. My son wakes up constantly during the nights, when I usually play, so that has limited my DotP play time.


/Paid

Total spent this Month: $1.87
My Value Rating: Unknown

I bought Freedom Force as part of the Steam July 4th sale. For $1.87 I don't think I could go wrong.

Friday, July 30, 2010

Star Wars: The Old Republic: More than a Music Video

Watch the video first:



So, that was a video about the music of Star Wars:The Old Republic right? Sure, but we also learned some other bits of information from the in-game video that was included.  First off, let me just say that the musical score is going to be great, but that's expected when it comes to Star Wars. IMHO, there wasn't even a need to add new music; that is how great the music of Star Wars is.

Is that Hoth that I spied in the video?

Also there are clips throughout the entire video showing various vehicles and "mounts" sitting idle. Towards the end of the video, we get a glimpse at a character riding off into the sunset on a speeder bike. This means we will most likely see "mounts" and possibly other ground-based vehicles in the game.

Plus there are glimpses of spaceships everywhere, which we know are confirmed to be part of the game and should be getting details on in August when the next PC Gamer magazine hits newsstands.

And there is definitely one thing this video confirms: the combat still looks fucking terrible.

Thursday, July 29, 2010

Guild Wars 2 level cap will be 80 with no leveling curve

Simple enough:
Our goal with Guild Wars 2 is to flatten out the leveling curve, keeping progression simple and straightforward. We expect everyone to make a reasonable amount of progression with each play session. It shouldn’t take days of playing before you feel like you have made any progress, and you definitely shouldn’t have to kill a bunch of creatures or do a bunch of repetitive tasks just to see what’s over that next hill. We want our progression to keep up with your play style. If you’re a causal gamer who plays for a few hours here and there, why should you feel like it’s going to take you a decade to finish your character? If you’re a hardcore player, why shouldn’t you be able to blast through the game with skill and speed, trying to experience every last bit of content?

So how did we accomplish our goals, you ask? Good question! First off, we set the level cap for the game at 80, but we made the time between levels rather short. Instead of taking longer and longer to reach each level, it takes about the same time to go through each level. It’s pretty simple; if we expect you to level up every few hours, then why shouldn’t it be that way all through the game?
And there is a pretty chart that explains it even better:

Wednesday, July 28, 2010

What is EverQuest II Extended? Good fucking question.

Everquest II is going free 2 play.  No, I'm not kidding.  Go read the FAQ.
Extended provides access to premium subscription-quality content through free and optional paid membership levels. Powered by an all-new web-based download application, new and veteran players alike can experience all the excitement and depth of EQII's content without a daunting installation or a massive download. Players can register within minutes, download the client to join other people in an epic journey, and launch into adventure in a fantastical online 3D world. Extended is the ultimate MMORPG experience. Excitement with every breath and adventure around every turn is now available for free!
Basically, its a new game that is free 2 play, but will offer premium payment options. It somehow ties into the subscription based Everquest 2.

This takes me to my pet peeve with free 2 play games: they are too fucking hard to understand. A chief example is Dungeons and Dragons Online. I spent more time trying to figure out what I could or could not achieve without paying instead of just playing the game. Everquest II is sounding about the same and players are likely to be confused, especially when they try to wrap their head around how it ties into the subscription game (now known as Everquest II Live).

I like the idea and the direction SOE is taking this whole free 2 play thing, but I'm not sure tacking it onto all of their current franchises and games is the way to go. As always, SOE will be interesting to watch.

Scratch that, this is going to be a fucking riot.  Just read their proposed plans for providing support to players:
The self help knowledge base will be accessible to all players regardless of their Extended membership status. As clearly outlined in the membership benefits matrix, customer service is only provided to players who have made a real money transaction in EQII Extended or at least have a Gold membership.

Tuesday, July 27, 2010

More than a one-day story

First, see this post on Reddit.
Next, read the news story.
Last, when you are playing Starcraft 2 tonight, remember this guy and his friend who will now be playing alone.














matdevdug, your friend is more than a one-day story.

Saturday, July 24, 2010

Amalur is a failure

First, watch this:



Next, read this: Amalur? 38 Studios, you just failed.

Look, I want to give 38 Studios the benefit of the doubt.  I want to believe they've assembled this great team and haven't squandered this opportunity.  However, I just can't do anything but laugh after seeing a video as terrible as the one posted above.

The setting is so generic fantasy that it makes Star Wars look like science fiction.

Brooding dark voice?  Check.
Too much plate armor?  Check.
Oversized, unrealistic weapons?  Check.
Skeletons? Check.
Over-sized boss character incoming at end of video? Check.

What a fucking disaster this video is.  Not only is it highly disappointing to watch, but it fails to say a single thing about the game itself.  Plus it doesn't even bother to explain a single thing about the world of Amular.

This was 38 Studios big reveal and it failed; hard.  Amalur, just another generic fantasy setting that fails to impress.


Pro-tip: if the majority of a video game trailer features bylines with "John Doe, X, from game Y" , people may perceive that as the current game being unable to stand on it's own merits.

Further evidence abounds, check out the comments over at Rock, Paper, Shotgun.
Choca says:
July 23, 2010 at 11:25 am

The trailer looks bad.

Friday, July 23, 2010

Guild Wars 2 Will Succeed

For a primer, read my Guild Wars 2 Will Fail post from yesterday.


Guild Wars 2 (GW2) starts with some strikes against it, but it also starts with some potential.  First and foremost is GW2's business model.  The game will be free to play after purchasing a retail copy similar to the first Guild Wars.  This alone separates the game from the throng of games that will be dependent upon monthly subscriptions when GW2 comes to the market.

Secondly, GW2 is changing up some of the foundations of the Diku model.  The biggest change here is the removal of dedicated healing in the game.  Each individual player will be given self-healing skills that will account for the majority of healing in the game, both in solo and group play.

Next, GW2 is easing the limits on how a class defines a player's characters. The various classes will have a core mechanic, but their available skills will be based on equipment, race, and a set of personal healing abilities.  For example, a warrior wielding a 2-handed axe will be played much differently than one wielding a 1-handed sword and a shield.

The third change that comes to mind is the fact that death will not be immediate in GW2.  If a fight is winding down and a player is struck down, they become disabled.  During this disabled period if the player manages to kill a creature, they receive a second wind and can go on fighting.  Anyone that has played Borderlands will be familiar with this mechanic.  This lessens the sting of death and builds the perception that the player is a hero, not just some schmuck that was wiped out by a giant rat that added into a fight (a rat the player could cleave in two with a single blow!).

Guild Wars 2 is also aiming to shake up the game world with live events.  Think of this as Public Quests version 2.0.  Public Quests were easily the best feature of Warhammer Online and GW2 is taking them to another level by building the entire world around them.  If a player is in a village and see's all the villagers dieing due to poison that was dumped into their water supply, they can investigate and find the water pipeline into the city is being attacked and poisoned just outside of town. Beat the bandits causing the problem and save the village.  This is just an example of a couple stages of a "public quest" that will be featured in GW2.  This system has great potential and its only weakness is that the events will recycle themselves, so at some point it may feel like the players accomplished "nothing".

I've outlined some of the changes GW2 is attempting, but the game is still very much a traditional affair.  The core of the game will be familiar to anyone that has enjoyed MMOGs over the past several years.  Arena Net is being very careful to make this clear.  They talk a lot about changes, but also concentrate on making sure everyone knows they are not rewriting the book.  They don't want to rewrite the book and are being honest about that fact.  I wish other developers, creating very similar games, could follow Arena Net's lead in this regard.  Adding one new feature doesn't make a AAA MMOG "ground breaking". 

Looking at the reasons I've presented for failure and success, its interesting to note that they are in two very distinct categories.  The reasons for failure are all conjecture: its a 2, its making changes, and its got heavy competition in the fantasy setting.   The reasons for success are almost all related to the way the game will play: healing, death, and a living world.  I'll let you be the judge, but the reasons for success sound a lot more worthwhile than those of failure.

Thursday, July 22, 2010

Guild Wars 2 Will Fail

There are plenty of examples that sequels do not work in the MMO market.  Ultima Online 2 was the original victim of what I like to call the terrible 2s.  Asheron's Call 2 shutdown on December 30, 2005 while the original Asheron's Call still thrives to this day.  AC2 never matched the original and in my opinion was actually a pretty good game.  The list continues with Everquest 2 which never matched the original Everquest and was thoroughly trumped by the monster that is World of Warcraft.

Everquest 2, out of all the 2s, should have been a right to print money.  Everquest was the undisupted champion of the early graphical MMOGs and Everquest 2 was the expected front runner of the "next generation".  How terribly wrong that general consensus was.  World of Warcraft taught everyone that the Everquest "idea" was wrong and that Everquest never was "right".

This all sets a stage where upon the new 2 in the neighberhood, Guild Wars 2 (GW2), is set to fail.

If being a 2 wasn't bad enough for GW2, it is also "a high fantasy world with multiple races" (like my new tagline?).  GW2 will have to compete with the Everquest 2 slaying World of Warcraft and it's record-breaking expansions.  Star Wars: The Old Republic will also be major competition for GW2 as they are the top two upcoming AAA titles in the MMO market (Star Wars being more fantasy than SciFi by miles).  Not to mention the plethora of free 2 play fantasy offerings that are quickly eating into the AAA marketplace. Fantasy is saturated!

There are other concerns as well.  GW2 is doing away with the holy trinity by removing the dedicated healer from group play, softening the blow of death by allowing second chances after a characters health is depleted, and moving towards a more action inspired combat system.  All of these may be equally positive things, but they are all "different" enough to cause concern in a genre that is averse to change.

Don't get me wrong, I'm not here to doom and gloom all of the upcoming MMOGs.  Specific to Guild Wars 2, come back tomorrow for the reasons why Guild Wars 2 will succeed.  Honestly, Guild Wars 2 is looking to be the only AAA competition coming any time soon.

Update: 23 July, 2010 - The Guild Wars 2 success post has been posted.