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.