Monday, July 28, 2014

To Beta or Not To Beta: Waiting to Meet My Destiny


I popped on to the Destiny Beta long enough to make sure the "B" button worked.  I'm not really sure how far I got into the Beta, just enough to see other randoms walking about.  I did a quick look to see if I could find friends, but I think Xbox Live was feeling disagreeable and I wasn't able to join a party.  Or maybe it was the ghost of Titanfall that pulled me away.  I turned it off and decided I would wait until September 9 or somewhen thereabout to see what's all the ado.  I know Destiny will make its way to my Xbox One.

Issues of the pro-Sony treatment aside, I was reluctant to jump into the Destiny Beta and I'm not completely sure why.  I remember in the day thinking that Crackdown was a just a perk of my $60 Halo 3 Beta key.  Or that I couldn't wait to jump in my titan and wreak havoc on the puny pilots beneath my feet.

What I saw in that brief period with Destiny was something that felt different.  Certainly it was a bit confusing knowing what was happening, what everything meant.  I relish those moments of playing something new, getting acquainted with a new HUD or controls.  I like the familiarity of the controls too, knowing that RT would shoot and "B" button would, well... "B" button.

I've only a vague idea about what Destiny is.  I have not MMO'ed, but I think the idea of a persistent environment is enticing.  The one thing that will make Halo 2 always hold a special place in my gaming heart was the community it created.  And while MMOs are not new to PC users, as a largely console resident, I'm champing on the bit with the thought that the games I play can have a larger context beyond that moment in time where I shoot the other team until I'm shot, respawn and repeat -- no offense, Titanfall.

In those few minutes I was in Destiny, there was something beautiful about the depth the game appeared to offer.  And for that, I guess I want to see and play and experience the whole thing as it's meant to be seen, played, and experienced.  I don't know how much I'll get to play of Destiny when it does come out.  Maybe I'll regret not having a PS4.  What I do know is that I have a hope for Destiny that it will be the first true next-generation game and that the wait will finally be over.

Tuesday, July 22, 2014

A Cinderella Story: Hitting the Virtual Links Again


I picked up Mario Golf: World Tour yesterday.  This morning, I was watching credits after completing the Castle Club mode of the "campaign."  It wasn't my goal to burn through it, and by all accounts, the campaign is not really where the meat of the game is to be found.  Honestly, I'm perhaps more relieved than anything because now, I can turn to checking out the online options.  Ultimately, golf games (save Tiger Woods) have changed very little from the NES days.  The three-button-push mechanic is tried and true.  But however many -13 rounds or lower I post, the game, like real golf itself, is best enjoyed with others, preferably, friends.

I went to check -- it took me a little less than two months to earn the Platinum Trophy for Hot Shots Golf: World Invitational.  And yet even after that, I played HSG a lot.  In fact, I played it daily for a good long period to play in the daily tournament challenges.  I guess it helps to not suck, but I enjoyed competing, seeing how low I could score and how that fared versus others.  For whatever reason, the HSG online component was not quite up to speed when first released -- made even more odd considering it was a step back from the PSP version.  Eventually, the developers added modes including asynchronous play.  It was enough to get some people back into the game, but the opportunity was lost.  Online play became limited by the relatively small group of people playing and it was even less inviting for novices.


I downloaded Powerstar Golf at X1 launch.  I liked it though the overall content felt more limited compared to HSG.  Fewer characters and courses, its hook was two-fold: power-up items and online tracking.  For a next gen game, the multi-player suite was severely lacking.  There was no direct competitive multi-player.  I don't know whether that's still the case, but like many of the launch lineup titles, Powerstar Golf offered a multi-player feel even though you weren't playing at the same time with someone (e.g, racing against drivatars in Forza).  What the game did was create markers of where players had been before you as well as your own records.  I could see long drives and closest to the pins and do my best to best them.  It wasn't bad, but when you don't have a lot of friends playing, the feeling of accomplishment dwindles.

I liked when we played Tiger Woods and the notion of our own country club.  I'm not sure why I played that less than I did.  I know we had some folks that played and the competition was fun.  I think ultimately, the analogue swing was a bit too touchy and unreliable for me.  If I wanted to be frustrated by slicing the ball, I'd head to the real course.  But I'll say this, the online options were something that appealed to me.

So, here I am, new golf game in hand.  Come join me on the links.  It'll be a lot more fun with others.

Saturday, May 31, 2014

Legen... dary: Fun with Rayman and Friends


I was at the library the other day and what should I see near the movies?  Video games.  And not just video games, games for the Xbox One and PS4.  And not just X1 games, but Rayman Legends.  And the grin on my face was as wide as could be, just thinking about all of the fun I had with Rayman Origins.

A few hours in, I can tell the game has a ton of content.  The controls felt familiar and tight.  Platformers typically frustrate me.  But the light-hearted, bright art of Rayman and the generous checkpoint system create an inviting, one-more-try effect where success and progress never feel unattainable.

Like the previous version, a palatable learning curve for even the early available levels exemplifies gaming at its finest: the feeling of achievement because an obstacle or level has been overcome through practice and experience.  While ultimately, I think maybe it's that lucky go that succeeds, that lucky go's foundation are attempt after attempt, learning what works and what doesn't, even if execution is not always completely perfect.  I found, even in the early going, I was replaying levels.  I wanted to "gold cup" each, trying to maximize my lum collection, and to do so required some tricky, timed maneuvers that called upon some Origins skills.

The game offers multiple types of levels as far as I've seen.  The forced scrolling stages are present and the familiar, frantic sprint through a level was both tense and welcome.  Legends offers online daily challenges to see how far through a level one can go.  Further incentive to play and play a lot.

If there's one minor quibble I have, it's that there are some obvious remnants from the game's prior WiiU exclusive design.  I remember it was the game I was most excited to try at the WiiU demo stand though I feared how it would affect a favorite title.  There are portions that would take advantage of the WiiU's motion and touch controls available via WiiU control pad that have been substituted with button pushes ("B" and bumpers).  To be honest, I wasn't thrilled with the WiiU control portions but that may be stubborn, old man-itis more than anything.  The effect here?  It certainly adds a layer of complexity to sections of the game that already require a fair amount of dexterity.

Therein was my biggest fear regarding Legends.  I loved Origins so much, I was worried that the new game would be too complex or less fun.  I didn't want my failure at the new game to affect the joy found in the previous.  So far, it seems like I can rest easy... though the game is anything but.

Thursday, May 15, 2014

Despicable Me: Level 15 and Climbing?


Been able to get on a bit of Hearthstone roll this week.  Having previously toiled in the Level 19/20 range, I had seriously pondered purchasing the $20.00, fifteen pack of cards just to try to improve my lot.  The fear of spending the money and not improving held me back.  Instead, I looked around to what cards could be crafted and seeing how I could improve what I had.  I sacrificed some hero types and said goodbye to my legendary Deathwing (12/12).  One of the things I had found most frustrating in game play was not being able to control the board, whether it be too many spells or high cards.  As a result, I created my Minion deck and have had some success.

The idea was to get the best neutral cards, mostly common and rare.  I wanted some cover and sought taunt, some immediate attacks with charge.  I looked for value and buffers, in particular the adding of taunt and/or plus-attack/health.  I've been using Shaman with this deck because it allows the hero power of random totems which can include taunt, restore health, and plus-spell damage (though the deck is made with few spells and this is generally a non-factor without a buff).  Shaman does not have a clear all card like Flamestrike but he does have Hex which can prove useful against heavy hitters.

Without further ado:
1-drop
Goldshire Footman (1/2 with Taunt, allows for early defense)
Leper Gnome (2/1 with Deathrattle deals 2 damage to enemy hero)

2-drop
Bluegill Warrior (2/1 with Charge)
Faerie Dragon (3/2, cannot be targeted by Spells or Hero Powers (though I find I am surprised at times)
Flametongue Totem (0/3, buffs +2 attack to adjacent minions, great boost to 0/2 random totems)
Ironbeak Owl (2/1, Battlecry of silence a minion, great defense available at low cost)
Knife Juggler (3/2, deals random 1 damage every time you summon a minion,)
2 Loot Hoarder (2/1, Deathrattle of draw a card, find people have moved from Novice Engineer)
Sunfury Protector (2/3, Battlecry of give adjacent minions taunt, poor man's Defender of Argus)

3-drop
2 Hex (transform enemy minion to Frog, 0/1 with taunt, one of two spells in the deck)
Acolyte of Pain (1/3, draw a card whenever damaged, not sure about this one, but like the extra draw)
Harvest Golem (2/3, Deathrattle summons 2/1 golem, great value of essentially 4/4 plus survives clear)
Shattered Sun Cleric (3/2, Battlecry gives friendly minion +1/+1, try to avoid early use but can't always)
Wolfrider (3/1, Charge)

4-drop
Chillwind Yeti (4/5, everyone says it's great, falls between 3/5 priest instakills, immune to silence)
Dark Iron Dwarf (4/4, Battlecry gives friendly minion +2 attack in instant turn, also not sold on but not bad)
2 Defender of Argue (2/3, Battlecry gives adjacent minions taunt and +1/+1 buff, pretty special card at 4!)
2 Sen'jin Shieldmasta (3/5, Taunt, provides cover and 5 health will usually require two attacks)
Windspeaker (3/3, Battlecry gives friendly minion Windfury, Shaman specific minion but strong bonus)

5-drop
Bloodlust (gives minions +3 attack this turn, the other spell -- a finishing move)
2 Azure Drake (4/4, Battlecry draws a card, +1 spell which goes without use, not sold on this either)

6-drop
2 Argent Commander (4/2, Charge and Divine Shield, acts as +4 attack spell but remains on board)
2 Sunwalker (4/5, Taunt and Divine Shield, not sold on but like the defense, especially late)

There you have it.  The bell (mana-number selected) breakdown:
0-0
1-2
2-8
3-6
4-7
5-3
6-4
7+-0

At the beginning, I try to have as even of a 1, 2, 3 and 4 option as possible.  It can hurt with the early high cost and/or spells but that's part of the trick of arranging your deck to be as flexible as possible.  At this point, I have some 250 in dust for crafting.  I am considering working a Blood Knight in there and will consider whether some of the "not sold on's" should be replaced.  The other thing about moving up the ranks, streaks are your friends.  Ride 'em if you can.

Saturday, May 10, 2014

Temptation at $2.99: Crossing the Free-to-Play Threshold?



Or bundled conveniently at 15 packs of cards for $19.99, 40 for $49.99.  And down the rabbit hole one goes.  I have resisted for any number of reasons -- some parts, fiscal responsibility, others, insistence on the Free-to-Play concept.  But would purchasing a few cards be that wrong?

I mean, I gladly spend $60 for a retail Xbox One game without ever playing prior to purchase.  I couldn't tell you how many hours I've played Hearthstone, but that I haven't paid a cent for it -- principle almost has me thinking I should reward Blizzard for making something so great.  So fun and challenging and addictive.

I don't know if it's Pay-to-Win.  Polygon has a great article here about the dilemma.  It has reinforced my belief that I do not need to purchase cards.  Notably, Friedman points out the issues of longevity of play (i.e., the game is designed for a long run of leveling and earning/crafting is part of that) and limitations of selection (that decks are limited to two cards of any type, one legendary, and a cap of thirty overall).

Ranked match play starts at a high level (e.g., Level 25) and the player works himself through victories to an increased rank.  The lowest of levels allow for losing without penalty.  Beginning at Level 20, the player has a star count that tracks wins.  Level 20 requires three wins to move to Level 19.  There is a bonus star received for win streaks of three.  I am sitting at Level 19, with one victory.  A loss would put me at Level 19, zero stars.  Another loss brings me down to Level 20.  I have never made it to Level 18.

The great frustration is feeling like I've played as good a game as I can.  Certainly, there's some luck of fate given to the draw of cards.  What's punishing is feeling like my cards aren't, and will never be, as good as my opponent's because his/her deck is full of extra powerful cards, rares, epics, legendaries, that I do not have.  But for $2.99, I may improve my chances.  Or $19.99 for a bulk discount...

It's not that I don't want the shiny toys to take for a spin.  Sadly, what ultimately keeps me from crossing the Free-to-Play threshold is that Pay-to-Win is no guarantee.  Is there anything worse than knowing you have an advantage and still lose?  I like being able to go to the "they paid to win" well.  Everyone loves the underdog and I do not mean "Unleash the hounds."  Because all non-hunters hate those...

Saturday, May 3, 2014

Same as the First: Bravely Default's Unforgiveable Turn?


Minor spoilers here.  Worth reading if you're on the Bravely Default fence.

I have really loved Bravely Default.  Sixty-three hours in, I find the combat system to be new and engaging.  The game mechanics are highly polished.  The art is beautiful; the soundtrack is memorable.  After so much time investment, why do I find myself questioning whether this game is worth finishing?  Because I stumbled into Chapter 5 realizing that the game appears to require re-tracing the entire path leading to that point.

The picture above represents points of interest.  The yellow exclamations are plot points.  The blue exclamations represent side story elements.  So yes, I have reached the point where I need to revisit every area from Chapters 1 - 4.  But worse, after doing just that, I discovered that not only must I revisit these areas, I need to re-defeat the bosses in each location.

Really?  Really.  The thing about Bravely Default, the game offers so many options.  Upon defeating particular bosses, you unlock that job type for leveling and abilities.  There are some 24 jobs that are ultimately available though I haven't unlocked all of them.  The game has now tasked me with replaying and defeating some twenty odd bosses.

Admittedly, my party is highly skilled.  Level 64 and up.  And I know, games have re-used material before, even required a second run-through of campaign.  And yes, it appears having to re-do the tasks is accounted for in the campaign narrative.  But really?

I just don't know if I have it in me.  Maybe I'll just pick up Mario Golf instead.

Saturday, April 19, 2014

Geeked: Free to Play and Loving It

You knew it was coming, right?  Yes, the Hearthstone propaganda is here.  Blizzard's free-to-play, Magic: The Gathering-styled, collectable card game became available on iOS for iPad this week, and so far, I am loving it.

I will dispense with some preliminary quibbles first.  I went in full well with the understanding that free-to-play wasn't the complete package.  While in the early going, that hasn't seemed to matter (I haven't spent a cent yet).  I am sure the more I play, the more apparent it will become and the more I'd covet that ability.  I'm the same guy that more or less refused CoD because I thought advanced weapons tilted gameplay balance.

I wish there were asynchronous gameplay.  First impression leads me to believe there is not even offline gameplay.  For me, both features are ones that just increase my opportunity to play and play with friends.  Given that must multiplayer gaming in my house is reserved for the console, Titanfall currenty, I see less opportunity to make Hearthstone appointment gaming with friends.  Then again, we did do that with Ascension.

The last is not so much a complaint as it is a matter of fact, there's a lot going on in the game and not a lot of explanation.  Gameplay is fairly intuitive and the cards themselves contain easily accessible information about their characteristics.  You have an attack number and health.  Each card requires an amount of mana to play.  Over the course of the game, mana increases round to round to a maximum of ten.  But building decks, discovering the rarity of cards, understanding how to craft cards, figuring out what the gametypes are, where you can get bonuses, where and how to buy, there's a bit of fend for yourself or find an online wiki or app here.  It speaks more to the game's depth of options and complexity than anything, but the same depth makes it a bit intimidating.

And now, the good news.  It's downright fun to play.  I was not in the beta, open or closed on the PC.  I've never played WoW.  I needed to get a Battlenet ID.  I downloaded the game for the iPad as soon as I was aware it was available, Wednesday evening I think.  Though I'm not sure of the actual number, I would say I've logged an easy six-plus hours of gametime.

Part of the early going was spent getting acclimated to how the game plays and feels.  I ran through the tutorial with some six opponents to detail the game's mechanics.  I then set about trying to unlock all nine hero types.  I think during that first evening, I made it through seven.  Playing on the Normal level, I had that feeling of learning as I played.  I could sense developing strategies that worked for me versus certain enemies and understanding the cards and their powers, what I liked and why.  I can't explain it, but the more I played, I had such a palpable feeling of improvement.

By the next night, I had unlocked all of the hero types and began trying to unlock all of the mage's basic cards.  I created my first custom deck and headed into the world of "Play" against live opponents.  There were both victories and defeats, and there was that dichotomy of "I outskilled you" and "You got lucky/cheap/OP cards" that frequently accompanied each.  All the while, I leveled up, gained access to new cards, earned gold to purchase new packs or access The Arena.  Incentives appear frequently and all without need to partake of the microtransaction process.

The short of it is the game feeds into the inner-geek.  It appears so noob-friendly but strategy and complexity lurk for those that want it.  Even in the early going, deciding strategy of attacking and defending, hero versus minion, using cards in combination, healing, hiding, forcing attacks, foregoing attacks.  It's not that the game is unique in doing so, but there's a feeling that's nice getting in on the ground floor.  Online, familiarity of the rules of course helps, but the game won't let you do something the rules don't allow.  It's like the ease of scoring Catan or Carcassone on XBL.

And yes, the animations are fun.  Picture Ron Weasley playing Wizard's Chess.  The attack animation, sparks, shakes, crumbles, +/- updated stats.  It adds that flair, especially when it's in your favor, that makes you smile.  I have always enjoyed seeing some bit of the attack animations, Advance Wars, Pokemon, Bravely Default.  There's action to the real world equivalent, "My mage will use four mana crystals to use Fireball to damage your hero six HP."  And yes, perhaps I did just that with a single flick of my finger on the iPad.  But it felt much cooler.  Especially in a win.

I'm not sure how long the fun will last in Hearthstone, but right now, there's no end in sight.  I'd be willing to pay, but at this point, there's been no need.