Rabu, 13 November 2013

DC Universe Online Review


I don’t play MMOs. Like most gamers, I’ve dipped a toe into the inviting waters of World Of Warcraft, but I could never quite give myself over to its intimidating demands. Sampling the full spread of available game experiences takes a lot of time, and Blizzard simply asks too much. I’m by no means alone, and we’re the people Sony Online Entertainment had in mind when it created DC Universe Online – the first major MMO on a console, and an antidote to the numbing point-and-click gameplay that has come to dominate the genre.
At this point, it’s worth noting just how good a first impression DC Universe Online makes. With the help of revered comic book artist Jim Lee, Sony Online Entertainment has created the most attractive MMO on the market. Granted, it’s still a long stride behind the sort of visual fidelity found on PlayStation 3 and PC, but the combination of Lee’s art-style and the resonance of DC’s characters and locations give the game an instant appeal that can’t expressed in pixels.

The game world spans Metropolis, Gotham City and beyond, and Superman, Batman, The Joker and a host of other famous characters ensure you’re never far away from a welcome nostalgia kick. Most of the shorter missions are taken directly from old DC storylines, while the over-arching plot is a new and utterly convincing addition to the canon. I’m sure most of the references sailed several feet above my head, but I noticed enough to be convinced that only the most ardent fan-boy will find any way to complain.


Catwoman DC Universe Online


The MMO market has moved on from the days when every studio was trying (in vain) to topple World Of Warcraft, and Sony Online Entertainment doesn’t seem too bothered about attracting those already playing an MMO. The evidence that DC Universe Online was developed with the PlayStation 3 in mind is everywhere, from the UI to the fast, fluid combat system. Indeed, the combat is arguably the game’s best feature, and I suggest that anyone playing it on a PC try it with an Xbox 360 pad before settling on a mouse and keyboard.

The majority of MMOs are based on combat of some kind, but usually it amounts to little more than clicking on cards. DC Universe Online employs a system that has more in common with a straight-up brawler, built around pressing and holding buttons in combination with the thumb-sticks. There are special skills, of course, but the sort of attacks normally used to just  wait out cool-down periods are now engaging in their own right, and much more effective as a result. Make no mistake, in terms of combat DC Universe Online outstrips virtually everything else out there.

 
Green Lantern DC Universe Online


The character creation has been criticised for lack of variety and cumbersome controls, and while I have no argument with the latter, the former seems to spring from Sony’s desire to go against the grain. At the start of the game you choose your character’s class by selecting his mentor, and define other aspects like their powers, combat style and preferred method of travelling – whether super-speed, flying or acrobatics, navigating DC Universe Online is both tactical and thoroughly enjoyable – but Sony spreads an impressive amount of costumes and accessories across the entire game as rewards. My character’s appearance was in a state of constant flux until I was bearing down on the level-cap.
There are a handful of problems, but DC Universe Online is in far better condition than I would have guessed for a game that is, in many respects, the first of its kind. Certain social aspects like voice-chat have been problematic since its launch, while a lack of explanatory material outside of the story missions might leave new MMO players out in the cold. However, these problems only seem severe in the context of the liberal amount of polish applied to other areas of the game, and for the most part DC Universe Online is commendably stable.





Group DC Universe Online


The main question, then, is are you willing to pay for DC Universe Online’s considerable riches? At £39.99 for the game and a further £9.99 a month for a subscription it’s a tall order, especially when high-profile competitors like The Lord Of The Rings Online and The Age Of Conan seem committed to a free-to-play future, but that’s a personal choice I won’t even attempt to influence. Reviews should be about quality, and DC Universe Online has that in spades.

World of Warcraft: Cataclysm Review


World of Warcraft is one of the most successful gaming franchises of all time. Six years after its release, the game has increased its player base to an all-time high of 12,000,000 subscribers this year. World of Warcraft is a mind-bogglingly huge fantasy theme park that offers players an incredible number of things to do, and keeps things fresh by adding regular new content updates every few months and an expansion pack every year or two. World of Warcraft: Cataclysm is the third.

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Like the two expansion packs before it, World of Warcraft: Cataclysm brings plenty of new stuff to the table. First up are a couple of new races: Goblins and the werewolf-like Worgen. Each of these races has their own starting zone, which are very nicely designed and put together.

World of Warcraft: Cataclysm: Fun with Goblins

Indeed, I'd say that leveling up a Goblin is one of the most fun things I've done in WoW as a newbie character. The experience combines a beautifully crafted series of quests and objectives that articulate a meaningful story in a very fun way. Once you're through that initial new zone, you go out into the World of Warcraft: Cataclysm world, and the game becomes the Warcraft experience we know and love. But it's clear the early levels were very lovingly designed and created, and you can really feel the sheer effort the developers put into making the experience a truly memorable one.
Even if you have no intention of levelling up a new character in World of Warcraft: Cataclysm, I'd still recommending making a Goblin and going through the starting zones just to appreciate them. The Worgen starting area is also excellent, but it has a hard time matching the Goblin experience, simply because that Goblin zone is so good.


World of Warcraft: Cataclysm


World of Warcraft: Cataclysm: New features

World of Warcraft: Cataclysm also adds a new profession, Archeology, new race/class combinations, a guild achievement system, a bunch of new areas for high-level players to explore (and level up from the previous level cap of 80 to the new cap of 85), and new dungeons and raids where they can test their mettle. There's also quite a bit of love for those who love to kill their fellow player. Not one, but two battlegrounds have been added, and there's also a Wintergrasp-type open PvP area called Tol Barad. Plus, for the first time, players get the chance to battle one another in rated battlegrounds where the best players will get spiffy, top-of-the-line PvP gear, and where the losers will get slightly worse, but still decent gear.

One of the biggest highlights of the World of Warcraft: Cataclysm expansion, however, is that as well as adding new zones for old players, Cataclysm also completely changes the original World of Warcraft game and makes its old content great for new players.
So much so, indeed, that I've written a new review of the old World of Warcraft game. While old players are likely to enjoy this content, this move is much more about attracting new players to WoW - or indeed helping bring back players who might have played the game a while ago, but stopped. It has all been done in a very ingenious manner - essentially driven by a clever storyline that packages these changes in a very natural and convincing way. A very clever move for sure, and one that shows that Blizzard is certainly not resting on its laurels, despite its huge success, and wants to continue to grow the World of Warcraft game even more.
So those are the top-line, marketing-bullet-point changes. But World of Warcraft: Cataclysm has also ushered in less obvious, but much deeper changes to the game's underlying design mechanics.

World of Warcraft: Cataclysm: Changes to gaming mechanics

After two expansions of design evolution and feature creep, where we've seen lots of new spells, new statistics, and new items being added to the game, in many ways the developers essentially designed themselves into a corner, making a game that was, by the end of the Lich King expansion, very difficult to continue to build on in its then-current guise. So to that end, while the world of Azeroth has been wracked by massive upheaval caused by the eponymous Cataclysm, the absolute fundamentals of WoW's gameplay have also been massively and irrevocably altered in World of Warcraft: Cataclysm. Not necessarily in a bad way - but certainly in a radical way.



World of Warcraft: Cataclysm


But before I start getting into the real nuts and bolts of that, let me quickly let you know that I'm a hardcore WoW player. I've been playing for a full six years, with virtually no break. I have fully decked-out, top-level characters for each of the class roles: healing, tanking, and damage, and each of them is fully equipped for PvE content (player vs environment, or computer-controlled enemies) and PvP content (competitive player vs player). I raid twice a week, and if I'm not tooling around in game helping my fellow guildies, I'm killing Horde in battlegrounds or Arenas. The point of me telling you this is so that you can understand my perspective - and to warn you that this is where this review might start getting a bit incomprehensible if you don't play WoW, because I want to really get into the changes of the game mechanics in the language of those who do.

And where those changes are most evident are in the dungeons and raids, the real bread and butter of the World of Warcraft experience, and where most people spend their time. The dungeons contain new challenges and different settings, but their fundamentals will be largely familiar to regular WoW players. What won't be familiar to some people, but will be familiar to others, is how the way you now need to play them has shifted and changed from Lich King to Cataclysm. After playing a ton in beta, I'm really getting to grips with some very subtle, but important shifts in the way the game works that will probably surprise some people, delight some, annoy others, and catch some people out completely.
Lich King was an expansion where we saw the rise of DPS characters (damage) and their overpowered AOE (area of effect) spells. Tanks (the people who keep monsters' attention - "agro" - and stop them from attacking other people) had a fairly easy job keeping the enemy - often several of them at the same time - focused on them, enabling players who do damage to let loose every spell they could to destroy those enemy monsters as quickly as possible. While this was fun, it taught players very bad habits that will now unfortunately kill them in the new expansion.

You see, in the original WoW release, tanks had a much tougher time keeping the enemy focused on them, and because of that, if you weren't careful about what monster you were hitting, and how hard you hit it, it would stop hitting the tank and instead come after you and kill you. In Lich King, you didn't need to worry about that, because tanks' ability to keep the enemy attention on them was so over-powered. No matter what you did, you could pretty much blast the crap out of everything until it was dead. Fun, but not particularly skilful or demanding.

Not any more. World of Warcraft: Cataclysm is going back to the way it used to be: Tanks are not the aggro-magnets they used to be. Blizzard's developers want players to actually think a bit more, rather than just mash buttons. For people who've played the game since the beginning, this is going to be fairly easy to adjust to: it's a case of relearning old habits. For those who didn't... oh boy. You'll need to change your habits and learn the new way of doing things quickly, or you're going to be a liability to your team-mates, and at worst get everyone killed.





World of Warcraft: Cataclysm


And that's not the only change. There's an additional layer of challenge -- and this is something that old players will recognise. Many "pulls" in the new dungeons (groups of monsters that you need to overcome) cannot be bested by simply blasting them with AOE effects, as they could in Lich King dungeons. Indeed, if you try to do that, the monsters will run riot and kill everyone. Instead, you have to be strategic and use crowd control effects - spells and effects that temporarily disable a monster - and kill the monsters selectively in the right order. Which means your team has to be organised, on point, and thinking clearly.
I personally love these changes. They make dungeons fun and challenging in a good way, requiring skill and coordination, and a modicum of strategy. However, there is a down side, which will clearly be apparent to those who use the dungeon finder to PUG (that means tackle a dungeon with a pick-up group - a random group people using the in-game matching system).

Because the game does require more co-ordination and thought, you'll probably see a lot of initial problems with people who haven't adjusted to the new system of doing things. Or people not listening and doing the wrong thing. The days of simply button-mashing through dungeons are now over, and anyone using those old tactics will cause nothing but problems.
And where there are problems there will be arguments, nerd-raging, kicking and people quitting in frustration. I think things will settle down as players get to grips with the new system, but initially I will advise caution, and suggest that if you're going to try to PUG, to be patient and prepare to work with people to help them.

Of course, your mileage may vary, but I've definitely already seen a few explosive situations occur due to people continually breaking CC, healers running out of mana because they're healing DPS characters who can't throttle their damage, DPS going AOE crazy and wiping the group, and so on. Put it this way: I'm dungeon-crawling with trusted friends only for a few months...

World of Tanks Review


World of Tanks is a game that is quite a bit more "tanks" than "world", which I mean as criticism of the marketing, not the gameplay. It is a "lobby" game, where you queue for battles, and are dumped into a random map alongside random players to blow each other up. Battles are short (generally 5-10 minutes), visually appealing, and require a mix of tactics, situational awareness, player skill, reflexes, and teamwork. 


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Each player controls a tank, hence the name, and there are a lot of tanks: 10 tiers, several nationalities, and multiple size categories (light, medium, heavy, and so on). You begin, of course, with very weak "Tier 1" tanks, and as you gain experience and money, you upgrade to progressively higher tiers. You can own multiple tanks, but you pilot only one at a time in battle. 


World of Tanks bills itself as an MMORPG, but it really isn't, and if you want "EVE Online, but you're a tank instead of a spaceship," that's not what this is. Some elements may seem familiar: You gain experience with lower-tier tanks, which you then spend to upgrade your tank with better weapons and gear, and also to unlock the next highest tier. The crew of your tank has a set of skills which can improve over time. You can equip consumable gear to repair damage or restore an injured crewmember to health.

Quibbles over categories aside, is it fun? Yes. It's very easy to get into and start playing; the game design places playability and balance over strict historical accuracy. There's a simple WASD control scheme for moving, with the turret aimed via mouse motion, and a few number-key commands to swap ammunition types or use a repair kit.

World of Tanks does not ignore basic physics or tank performance limitations; the physics engine does an excellent job of conveying a real sense of bulk and mass. In a reversal of a common trope in other games, small ground elements (fences, trees, parked cars) are trivially run over and crushed, while even relatively slight inclines can stymie your vehicle, forcing you to take an alternate route.

World of Tanks: basic gameplay

Basic gameplay in World of Tanks is: Pick a random battle, wait 30 seconds or so, then roll out! Unless you are in a Tank Company (guild) or Platoon (group of friends), you'll be mixed in with 14 or so random strangers on one team, to battle an equal number on the other, all in tanks roughly close in power to your own. There are no defined "sides" in World of Tanks, so each team will mix tanks from all nationalities. The map selected is random as well, and the maps range from wide-open spaces to narrow mountain passes and city streets. Learning each map's unique features is part of mastering the game.


World of Tanks


It's very easy to die in World of Tanks. Being one-shotted by someone you didn't even see is commonplace. It's rare, in my experience, to have more than 2-3 survivors of any battle, on either side. While you have to pay a small amount to repair your damaged tank, you don't lose anything except time. You must wait until a battle is over to use the tank again, though you can join a different battle in a different tank.

If there's a flaw here, it's that battles can get repetitive, although the human factor (there are no computer-controlled opponents) helps minimize that. After you research Tier 4 tanks, two new battle types open up. There are 33 different maps, as well, and maps are constantly being edited and improved. In addition, new tank lines are being added, further increasing variety.

While it's hard to generalize from a small sample, I found the community in World of Tanks to be generally positive. Only rarely did I encounter the kind of behavior that is too often a hallmark of online gaming. This may be due to the game design: Since the teams are random, there's a strong awareness that the guy you're shooting at now could be on your side in the next match. On the other hand, the higher you rise in the game, the higher the penalties (repair costs) for losing become, so this may change at higher tiers of play.
World of Tanks is free to play, but there is a cash shop. While it's not absolutely required to play, many tanks are "premium only", as is better ammo, some upgrades and equipment, and so on. Being a "premium member" also increases your experience gain. Many things which can be bought with credits (currency you earn in game) are much easier to acquire if you pay with "gold" (purchased with real cash). The temptation to spend a few bucks for better ammunition, faster experience gain, or the ability to transfer experience earned on one type of tank to another is very strong.

Like many games, World of Tanks can be modded. The visual changes from a mod are only visible to the player who has it installed, but it can certainly make play more interesting and screen shots more amusing. There's a vibrant modding community and a huge assortment of skins to download, ranging from changes to add historical markings to bright pink pony tanks.

Torchlight II Review


Despite the hype and mountains of cash made by Diablo III, the finished game left a lot of people tasting brimstone and ashes. Between the Auction House, online DRM requirements, hacked accounts and host of other disappointments, Blizzard's bruiser broke as many hearts as it won. But there are other fish in the sea. Runic Entertainment's first crack at the action RPG designer-drug formula resulted in the enormously successful Torchlight, a game that had it all, assuming you like to play underground and alone. That little caveat cost Torchlight dearly among ARPG enthusiasts; the hardcore crowd views multiplayer as essential. Runic has been eager to address this shortcoming, but those good intentions didn't stop the sequel from shipping late. Fortunately, Torchlight II delivers. It's so good, it should be required playing for Blizzard employees.


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This time around you're given access to four starting classes and your choice of gender, along with your pick of pet out of a choice of six. The double-fisted Berserker replaces the tanklike Destroyer and the ranged elemental attack specialist Embermage steps in for the Alchemist, but two new classes are featured as well. The Engineer brings a bit of the dwarven tinker to Torchlight, and Outlanders round out the package with mix of guns and speed. Both of these classes have minions available in later levels, spicing up character builds considerably.
To sample a new class, I picked a red-haired, shotgun-wielding Outlander named Gracie for my playthrough and I paired her off with a ferret named Rommel. The shells started flying, and I found myself falling in love with the both of them inside of 10 minutes. Credit Runic's character design, which trades high resolution-textures and polygon counts for distinctive strong lines and bolder colors matched with an exaggerated cartoon animation style, a technique used in the original game with equally successful results The world is also expanded, with several towns to visit and overland areas to explore. It adds more of an open-world flavor to the proceedings, although you won't mistake it for Skyrim.
 
That design pays off handsomely with system requirements as well, which are low enough for virtually any modern computer to handle. Even with options cranked to the max and v-sync enabled, framerates were largely monitor-limited on desktop computers using discrete graphics cards. Integrated graphics didn't fare much worse, making Torchlight II an ideal laptop game (although if you're going to be on the road a lot, you'll probably want to skip the Steam version and buy directly from Runic to avoid Steam's offline-mode shenanigans.

Long-awaited co-op LAN and internet gameplay options are well-implemented here, with online servers handling matchmaking and lobby chores while the game itself is hosted on one or more user's systems instead of the centralized MMO-style approach. Lag and latency issues are largely nonexistent beyond actual connection problems, making for a smooth experience overall.

Price is another factor in Torchlight II's success. There's a lot here for $20, but it's what's missing that really seals the deal. There are no scheduled down times every week, no legions of money-grubbing hackers sniffing for cracks in the wall, no casino-house mentality from the publisher. You're the one playing the game, rather than the game playing you. It depresses me how retro this feels.
The other side of the coin is a nagging feeling that this is less Torchlight II than Torchlight Deluxe. The new features -- added classes and pets, diverse locales and multiplayer additions, are usually included from the start in modern ARPGs. Engine enhancements are sparse to nonexistent, and with such generous headroom, much potential goes untapped.

Amiga Forever Review

Personal computers have been around long enough to become a part of our history and shared social consciousness. As time marches on and older hardware dies, emulation is often the only way to experience these orphaned systems again. Amiga has been mourned more than most. Emulators are tricky business, however. Mastering and maintaining them can sap enough enthusiasm that you're left wondering why you bothered. Cloanto carefully sized up this common problem when putting together its Amiga Forever package, and the results are impressive. We looked at the €30 Plus edition (€10 Value and €50 Premium editions also available).  





Rather than reinvent the wheel, Cloanto (which also makes the C64 Forever Commodore 64 emulator) uses the excellent WinUAE as the technical engine behind its Amiga suite. The main bulk of the package is a sizable collection of legal ROM images, games, classic demoscene releases, interviews, and more. An attractively designed multi-tabbed window, which resembles a media library more than an emulation interface, presents the information. There's a ton of Amiga-related stuff at your fingertips from the moment you install. Ratings, screenshots, and descriptive texts appear for each of the dozens of entries, and full social media support means everyone on Twitter will know when you're eaten by the giant ants.


Tinkering types and Amiga purists will be pleased to know that all the deeper settings are still available via the Tools menu (accessible during emulation using WinUAE's default F12 hotkey). That said, there's little to bother with here as Amiga Forever has most useful options preconfigured or easily selectable via icons placed around the emulation window itself. Full-screen controls, input devices, save states and more are all accessible here. Links to legal download repositories for many lost Amiga classics are built into the software, so when you tire of the included content, finding more isn't difficult. All standard Amiga formats are supported, so your own library of converted disks can be used as well. It's all designed to be as painless as possible, and it works.

The DVD edition has a number of interviews that are must-watch for Amiga aficionados. In addition to some early promotional materials, the famous "Deathbed Vigil" is included on the disc, in which Dave Haynie (the creator of the Amiga 3000) documents the fall of Commodore on video as it happens around him. This is riveting stuff for those wondering what was going on behind the scenes at the time. More material of this nature would be welcome, as this is the content that sets Cloanto's offering apart from other, more technically oriented packages. The gallery area in particular could use some back-issue libraries of Amiga-oriented publications such as .info magazine and similar materials.