Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Wednesday, November 2, 2011

Dragon Nest Review



Gaming genres are a funny thing, they normally give possible players a fast idea of the type of game it is, however it appears that these days the MMORPG genre just doesn’t want to follow the rules. This no more apparent than with Nexon’s latest MMORPG, Dragon Nest.

Of course Dragon Nest has all the aspects of being a RPG game, you have leveling, gear, skill trees and naturally quests to complete, but the funny thing is they forgot to add the “massive part into the game.  We won’t find any persistent world here as every part of the game is instanced with the towns acting as social hubs for players to gather and form groups. Exactly what Dragon Nest really is is a single player game with multiple-player features as there’s absolutely nothing that ties the game together.



So in order to give Dragon Nest a fair review, I are not reviewing it as a MMORPG, because it’s just definitely not. Instead I will review it as a multiplayer online RPG.

Dragon Nest begins with we choosing from you of four pre-made classes, warrior, cleric, archer and sorceress, however there is very little customization available. When you have your own class selected you begin the game in you of the two starting towns, depending on your own class.



The first thing you ll notice is simply how easy everything is. Fight is point as well as click, spells are automatically laid out for we in your own 1-9 hot-bar as you acquire them and quests certainly not just point in you in the direction you have to go, but tell you how far they are. The interface is so easy, but informative that there really is no want for a tutorial, although there is you. Dragon Nest’s simplicity continues throughout the entire game including its crafting program, enchantments, skill trees, and quest themselves. While this may be a and in a few areas, including fight and the UI, other people may find the game entirely too easy to hold their attention.



As I mentioned earlier ever part of the game is instanced, thus when you need to leave town as well as venture out, we ll be greeted by one of many portals (loading screens). This is by far the biggest issue I had with Dragon Nest. There are so many loading screens you ll be spending a good amount of time staring at DN wallpapers. To make things worse, each main town has a few extensions that are kinda part of the town and have NPCs in them, but are connected by a  portal. Every as soon as in a whilst we ll get an NPC in 1 of these extensions asking you to talk to yet another NPC in the main town, thus you ll end up going through the loading screen a half dozen times before we complete the quest. Very frustrating as well as I don’t understand the reason why they didn’t just make these extensions part of the main town to eliminate the loading screen.

On to quests, that are instanced as well with each you being broken down into 2 - 5 sections, irrespective of how small the dungeon is. Guess just what that means…more loading screens. A few of these dungeons are so small, yet still have 2-3 loading screens. It’s simply baffling as to the reason why they would definitely break them up into such small sections.

Quests are additionally very linear and when you get into the high teenagers levels get extremely repetitive. You ll end up doing the same dungeon 6 to 7 times, possibly more, just to complete all the quests for it and without other method to gain XP, it’s certainly not like you can skip it and go do something else.



However there are plenty of other things to do in Dragon Nest aside from questing. There’s the Daredevil Faire, Rozin Sanctuary and naturally the PvP arena, each 1 having their own tokens to collect to unlock items, weapons and gear. The Faire and Sanctuary are type of mini-games as well as challenges that you can do solo or perhaps in groups, which are very fun and a nice addition to the game to break up the questing. There’s also a faction system and achievement list for additional collecting purposes.

The PvP arena is currently very limited with just 2 gameplay mods to choose from, deathmatch or rounds. There’s additionally some major balancing issue between classes. Its appears melee and range are evenly matched up against the same class type, but whenever matched up against each other, melee dominates. For example my sorceress may as well bend over whenever up against a warrior class. Once I’m knocked down, which isn’t hard, they’re able to combo me to death most of the time. Granted I didn’t build my character for PvP, but it’s certainly not even close in a fight between the two.

Combat however is quite fun in both PvE and PvP. There’s no tab targeting so we ll have to aim at your target if you need to hit it, which is refreshing and is you of Dragon Nest’s best features. The game uses a standard talent tree program, with the option to choose from you of two advance classes as soon as you hit level 14.

The graphics are fairly good, even though I’m certainly not a fan of the character design, as everyone looks like a bunch of kids to me, but if that doesn’t bother we, then we ll find the graphics are up to par with many of today’s MMO games. The story-line also is very good as well as there’s a lot of humor throughout the game to keep things light as well as enjoyable.

Overall the extremely intuitive user user interface as well as fun combat were definitely not enough to save Dragon Nest. The constant loading screens, linear gameplay and repetitive questing, not to mention a deficiency of PvP modes, makes Dragon Nest a pass in my book when it comes to online RPGs. This is definitely certainly not a game for the hardcore to even slightly hardcore player, but if we re new to the genre or perhaps simply need something simple, then we should check it out. I hope this Dragon Nest review was useful.


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Monday, October 31, 2011

Perpetuum First Impressions Review

Lately I’ve been reviewing a lot of theme-park MMORPGs, so for my next review I wanted to choose a sandbox game as well as decided on Perpetuum. Also mainly because it’s coming up on its 1 year anniversary in almost exactly a month, thus I figured it was a good time for a review.



Perpetuum, which recently appears to have become the MMORPG of choice for disgruntled Eve Online players, such as Eve has a player driven economy, open PvP zones, businesses and a steep understanding curve. Even though overwhelming at first, Perpetuum has some very useful tutorials as well as the first dozen or so assignments, which can be likened to quests, continue the tutorials if we need them.



The game starts with the character creation screen, which has a ton of customizable options, then moves onto faction selection, class selection and talent specializations, all before beginning the game. It’s a lot to take in all upfront, especially whenever we re really certainly not certain just what type of player we want to become.

Whilst it will be confusing at first, in actuality it all boils down to three main categories. Tactics as well as mechatronics, that means what weapons we can use and how strong your mech can become. Industry and research, that correlates to mining materials as well as crafting items/parts.  Then we have politics and economics for those who want to start up their own corporations as well as specialize in things like relations, management as well as finance.



Because I’m definitely not a lot for crafting to wanting to run my own corporation, I selected mostly fight attributes as well as a bit of industry cause I understand I’ll have to do some crafting eventually. Even if we decide to make a pure combat to mining character, you ll still have a few points in the other two categories as well, to dabble in everything.

1 of Perpetuum best features is the method it handles experience points. We don’t get XP by completing assignments or killing things, XP is passive and everyone gains 1 XP/min whether your logged in to definitely not. Here’s the kicker, XP is shared by all alt characters, and so for those of we that like gaming the program by creating multiple pure characters, one for combat, crafting and politics, you re out of luck here. The game really forces you to create when character and stick with, but allows we to have 2 other alts, after that you ll should delete 1 to start an additional.



Getting to the actual game, Perpetuum starts off like no other MMO I’ve ever played. We begin in a facility staring at a terminal or perhaps desktop if we will. It’s not a graphical space or hangar, but instead it’s simply a computer screen that acts as a desktop where you can pull up information, storage, talk room, your mech as well as everything else you ll ever need in the game. Like a desktop all windows is moved around, resized, min to maximized, the entire UI is very cool.

When you ve chosen an assignment, you need to re-adjust your own Mech’s equipment, due to the fact once out in the field you can’t equip different item/weapons. So if we re planning on doing many mining, you ll have to equip your drills first. Since each Mech has multiple arms, you ll have to decide how many drills to use, the more you equip the faster as well as efficient the drilling is, but if you equip only drills you ll be left defenseless in an attack.

Fight works on a targeting program that is similar to tab targeting, however we really have to lock onto your own target to initiate an attack. First you ll want to be in range of the Mech we want to attack, then you ll have to choose it using your own mouse and when you do, we re targeting program will begin to lock on.



Currently my Mech takes about 12 seconds to lock on, however I can increase my target locking ability to speed this up. When locked, the device shows up in a Targets window where I’ll should designate it as a main target if I want to attack. While this attack is going on, I’m able to choose other hostile units and begin locking on to them also. This way I’ll be able to begin attacking the next target as soon as the Main 1 is destroyed. Although similar tab targeting, it’s definitely more involved here, but fits in well with the whole Mech theme.

Mining on the other hand is very different from what we would find in many MMO games today, infact I’ve never played a game with this type of mining system. Instead of finding a rock or perhaps tree and just clicking it, we actually have to find the resources yourself. While some are above ground as well as can be seen, others are under and we ll need to find them yourself by scanning the ground.

Each Mech is equipped with a GeoScanner that scans in two method. First, it’ll scan a large area as well as tell we the percentage of resources underground, for instance 5% would mean there’s definitely not a great deal whilst 25% would definitely mean there’s a good amount. If we get a good amount you ll basically have to guess exactly where the resources are as well as scan again, but this time only scanning a little portion of the larger area we just scanned.

This second scan will give you a more accurate reading and tell you exactly where the resources are by showing bars graphs underground, red for a good deal as well as green for barely any. As soon as you begin drilling it’s automatic as well as will continue for as extended as you have resources to do so. However there is a weigh limit, to t drill forever and eventually you ll have to return to a facility to unload your materials.

The scans we take are saved and is loaded onto the world map at any kind of time thus you can keep a record of where we drilled and which areas have the most resources.

Facilities, as far as I can tell, can hold an unlimited amount of items, however are not connected to each other. Thus if you leave some items in facility A as well as are at facility B, we re going to have to travel back to A to get them. While this can be annoying, it adds more realism to the game, but don’t worry, there are teleports through out the game, so you can travel around very quickly.

Like many sandbox MMORPG, Perpetuum is PvP centric, however does have 3 secure zones, that are the three inner islands in the above image. When you get a grip on the game you can travel outside to the PvP areas where it’s open PvP as well as the real fun starts. Perpetuum is also a single universe MMO, such as Eve Online, exactly where everyone plays in the same persistent world, that is usually a huge and in my book.

Since I began, I’ve only completed the four tutorials and the dozen or perhaps so tutorial assignments, thus I’ve only really scratched the surface with just what Perpetuum has to offer, but I have to say I’m very impressed thus far. The graphics are outstanding, the gameplay, whilst a bit complicated just feels thus refreshing after playing and so many rail MMORPGs lately. I’m actually excited for the first time in a lengthy time to get back into the game to see what else I can do.


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Tuesday, September 27, 2011

Review of Wizard 101



You're a young wizard being trained in the ways of magic at the Ravenwood School of Magical Arts under the watchful eye of headmaster Ambrose. As you learn to harness mystical powers, you'll be tasked with saving the school from the evil Malistaire Drake. Sound like Harry Potter? Well, it is a lot like Harry Potter, at least up to a point. Wizard101 is an online game for kids that has many of the trappings of an adult MMORPG built around an unusual card-based combat system, and it has been capturing the imagination of people of all ages.

Many elements of larger online RPGs are present in Wizard101. After creating a character you'll find yourself tackling a series of quests in an effort to collect gold, equipment, and of course, the experience points needed to increase your level. The world has public areas, instances, mini-games, and even PvP arenas.






Graphics and Interface
As you would expect, the graphics are cute, colorful, cartoonish, and easy on hardware. Although it's a long way from Harry Potter, the art direction is bang on and the animation is excellent. There are some remarkably elaborate spell effects which are a joy to watch, even if they do get a little repetitive after a while. The GUI is robust yet minimal, giving you just what you need as you need it. The map and navigational aids also fullfill their purpose in a simple and efficient way.

Outside of combat, movement and camera controls closely mimick those of mainstream titles like World of Warcraft or EQ2. The initial download is relatively small and the game streams new areas to you as you encounter them, allowing you to play areas you already have as they download.






Keeping It Clean
Parents will naturally be concerned about the chat system in the game, and several mechanisms are in place to ensure that chat is child safe. The system can be limited entirely to preset phrases, although that can make it a little difficult to communicate. Alternatively, players on your friends list can be granted additional chat priviledges that allow you to speak more freely.

To avoid any shenanigans related to naming characters, names are similarly constructed from presets. Parental controls can be activated on an account so that settings can't be changed and purchases can't be made without your approval.


Combat
Combat is where Wizard101 starts to make major departures from the norm. As you approach an enemy you are snapped into a ring where combatants take turns casting spells at each other by choosing cards from their decks. Character movement is actually suspended during these exchanges. Spells are based on a deck of cards selected beforehand, from which 7 are drawn each round. Players have less than a minute to play a card or they pass their turn, so you're not stuck in limbo if someone leaves their keyboard for half an hour.

There are 7 different types of magic in the game, and your card collection grows along with your character. Although it lacks the depth of something like Magic: The Gathering, it's a well-realized concept that makes a powerful impression right from the start.

Your camera automatically jumps around to give you a good view of the animations that represent your spells, which is a wonderful visual experience. However, as I mentioned earlier, you're going to see them over and over again. They do take a while, especially at the higher levels as the fights grow longer, and I'm sure some people would rather skip them if they could; a minor flaw in this otherwise admirable combat system.

While there are no grouping or guild features in Wizard101, players can freely join engagements underway in the public parts of the world. As more young wizards enter a combat ring, additional enemies also join, up to a limit of 4 on 4. Everyone in a battle gets credit for kills, and rewards are doled out automatically, so there are no disputes over loot. As well, there are now arenas with rankings and rewards in place for those who want to work their magic against other players.


Wisps and Mini-games
Another way in which Wizard101 differs from the average RPG is that health and mana don't regenerate automatically. You have several ways to deal with this. Running around catching wisps while out of combat is one option, although it's not particularly entertaining, especially if there are lots of other players around doing the same thing. If you have potions you're good to go again in an instant. Your health does slowly recover in town, and you can also play mini-games for mana. The various mini-games are reminiscient of casual titles like Bejeweled or Tetris.


Limits on the Free Trial
You can download and play Wizard101 free of charge, and unlike most online game trials, there is no time limit. At around level 10, however, you will find yourself running out of things to do. If you want to explore further, you can purchase a monthly subscription that gives you access to everything, or you can purchase zones in the game one at time as you need them, which is quite unusual. It gives you ample time to decide if you want to spend money on it.

KingsIsle recently launched Dragonspyre, a new high-level area for the game that continues the storyline into an ancient haunted world that was once home to an advanced militant society. More content is always welcome, as dedicated wizards may find themselves progressing through the available zones quite rapidly.


The Bottom Line
Although Wizard101 has a few shortcomings, it's a charming idea that has been beautifully executed and lovingly polished. They've taken a chance with the collectible card inspired combat, but there does seem to be an audience for it, and thanks to a solid tactical element, there are plenty of parents playing along. It's refreshing to see a game that concentrates on doing a few things well, rather than trying to be everything to everyone. Wizard101 is not only a game your entire family might enjoy, it's a title that a lot of games designed for adults could learn something from.

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Wednesday, June 22, 2011

Conflict: Denied Ops Review

For the fifth game in a series, Conflict: Denied Ops sure doesn’t show any signs of evolution. This might actually be the simplest edition of the shooter franchise that developer Pivotal Games has produced, with gameplay so out of date that it might as well be wearing a plaid flannel shirt and listening to Alice in Chains. But even though the action is a good decade behind the times, the game’s rapid-fire pace blurs the fact that you’re shooting the same bad guys over and over again. Attractive visuals feature diverse terrain spread all over the globe. Co-operative play is another highlight, which earns the game some applause all by itself, given how this shooter feature is so often asked for and so rarely delivered. So even though nothing here is going to slow down traffic–let alone stop it–such a speedy mindless shooter like this is ideal for those moments when you want to switch off the synapses and play Rambo for a few hours.



As with the four previous games in the franchise, the theme here is military. The gameplay is stuck in the neutral zone between one-bullet-and-you’re-dead hardcore shooters and the more absurd stuff where you can soak up lead like a sponge before meeting your maker. The story in the campaign is typical to these middle-of-the-road shooters, with you taking charge of a pair of special forces operatives working behind the scenes in 10 missions spread across the globe to unravel a nuclear arms conspiracy. Perspective has been switched to first-person from third-person, however, and your squad cut back to two commandos from the four featured in previous Conflict games. These changes don’t make a great deal of difference to how the game plays. Being able to switch between sniper Graves and heavy gunner Lang is actually so seamless that you might as well be playing a single character.



That said, teamwork can be a key component of Conflict: Denied Ops. Your buddy can be ordered around and healed with quick clicks of the right mouse button. The smart artificial intelligence adeptly handles firefights as well. Storming enemy-occupied rooms, for example, is a snap. Just send Lang up to the doorway where he’ll automatically lay down suppressing fire while you sit back and shoot survivors with Graves’ scoped sniper rifle. No muss, no fuss. You can always count on your comrade to kill a fair number of enemies if positioned correctly and even assign him to take out level bosses like combat helicopters. The only problem here is that your squadmate takes orders too seriously. He typically won’t yield the position you’ve ordered him to assume even if you’re trying to get past him, causing congestion in tight corridors until you issue a new movement command. And you have to be careful when directing your pal when he’s at the wheel of the hovercrafts or other drivable vehicles in the game because he is more than happy to roll right over you if you get between him and his assigned destination.

Other than the smooth-and-simple buddy stuff, there isn’t much here out of the ordinary. Level design is the very definition of routine, although the campaign is jazzed up somewhat with the ability to choose the order in which you handle some assignments. The graphics are detailed and attractive, with the missions featuring varied scenery. These represent such diverse locales as the Venezuelan countryside, a Siberian castle, an icy Russian whaling depot, and the dusty streets of a Rwandan city. However, goals are never more involved than shooting everybody you see and blowing things up. You occasionally steal data from computers and set explosive charges, but generally this is a point A-point B expedition.



At least the pace keeps the proceedings from getting too dull. Even though you’re repeatedly gunning down the same thugs and soldiers, you do so at a pretty fast clip. This isn’t Serious Sam or anything, but the speed is zippy enough to keep you from feeling bogged down in endless enemies or eternally difficult choke points (although there are quite a few of the latter spread throughout the game’s levels). Further excitement is provided by being able to blow up damn near everything. Levels are strewn with barrels, gas cans, and propane tanks ready to go boom at single shot. It also seems like you can’t turn around without running into some catastrophic incident, such as a helicopter exploding in your face.

Multiplayer is another plus. A co-operative mode lets you play through the solo campaign with a friend over LAN or the Internet. Because so few shooters offer this feature these days, it’s awfully welcome here, even in such a simplistic game. The other multiplayer modes are generic takes on deathmatch, team deathmatch, and conquest, though, so there isn’t much here beyond the co-op. And even that is somewhat iffy because there appeared to be very few people playing the game online at the time of writing.

Poor audio quality is another drawback. Environmental effects are way over the top, particularly for voices. Talking in even a small, office-sized chamber is enhanced so that it sounds like the words are booming out across a canyon. Too bad there isn’t any way to turn off or at least turn down this echo effect. At least this problem doesn’t ruin any great scripting. Dialogue here is confined to awful buddy-movie stereotypes, with Graves being the grizzled veteran who’s gruff but lovable and Lang being the cocky youngster who adds "motherf***er" to the end of every sentence. Music is just as obnoxious and so loud on the default setting that it almost drowns out machine-gun fire.

If you go in with low expectations and an appreciation for simple retro shooters, you won’t be disappointed with Conflict: Denied Ops. It isn’t a great shooter by any means, although it is a competent one for those of you who don’t want a lot of interaction or thinking to interfere with senseless mayhem.

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Tuesday, June 21, 2011

Pirates of the Burning Sea Review

Pirates of the Burning Sea isn’t World of Warcraft with swashbuckling. In fact, if we were forced to draw comparisons between Flying Lab Software’s massively multiplayer role-playing game and another title, it would be EVE Online. Like EVE, Pirates is a complex game featuring an intricate supply-line economy–and like its galactic counterpart, its rewards aren’t always immediate or obvious. No, it takes a while for the game to wriggle into your psyche. This isn’t because the early hours aren’t fun–they are–but because there’s a bit of a learning curve to conquer before the pieces all fall into place. That might be enough to turn away players expecting immediate gratification, which is a shame, because Pirates of the Burning Sea is a special, and specialized, game that rewards you with some of the finest moments the genre has to offer.



The year is 1720, and three nations are protecting their interests in the Caribbean while struggling with the constant threat of pirates (and one another). As you would expect, you’ll align yourself with one of these entities–either Spain, France, England, or Pirate–and choose a profession. If you’re a pirate, piracy is the only profession available, but aligning yourself with a nation opens up the naval officer, privateer, and freetrader professions. The style of play each profession favors is more or less obvious from its title: Officers excel on the high seas, privateers are talented adventurers, and freetraders serve as the backbone of the player-driven economy. Don’t take this to mean that your role is as rigid as you would expect in another MMOG, though, since regardless of your profession, you can participate and succeed at all types of combat and trade. This is an important distinguishing feature, because you’ll never need to pigeonhole yourself into a traditional RPG role.



Pirates eases you into its more sophisticated facets while keeping you entertained with a variety of well-designed quests, utterly fantastic sea battles, and somewhat disappointing ground combat. The basic questing structure doesn’t offer anything unexpected: You chat with various non-player characters, receive a solo or group quest, and then travel to the necessary location to fulfill the task at hand. Sure, many of these are kill-this-and-deliver-that missions, but they stand apart from the usual generic mainstays thanks to well-written dialogue and common narrative threads that contribute to the game’s overarching political tug of war. NPCs don’t feature full speech, but the stories they relate in text when receiving quests lend them a good amount of character, from captains seeking revenge on their archenemies to drunken swains vicariously living off of your high-seas exploits.



You’ll find yourself looking forward to completing quests that send you to sea, simply because battles in your ship are epic in scope and beautifully paced. An enormous vessel takes time to navigate across the undulating waves of the Caribbean Sea, but sea battles are leisurely enough to feel realistic while avoiding any feeling of sluggishness. Waging a sea battle is arguably the finest aspect of the game, as each tactical aspect of the battle demands your attention. You first need to be conscious of wind direction, as it dramatically impacts traveling speed. You also need to ensure your cannons are facing your target or you won’t be able to fire them, but you also simultaneously need to protect each side of your ship from damage. Weighing your options in battle thus requires a good amount of finesse. Do you focus on maneuverability and turning speed to avoid damage at the expense of offensive prowess? Do you take the time to change ammo (a protracted task) and risk taking the cannon out of commission temporarily?

You can equip your ship with a variety of different ammunition, depending on whether you want to damage your opponent’s sails, hull, or crew–and each type of damage benefits you and your group. This leads to some terrific team-oriented play, with one player focusing on slowing down enemy crafts with another diminishing crew numbers in preparation for boarding. Boarding is an early key to success in Pirates of the Burning Sea, though it focuses on the least interesting aspect of the game: hand-to-hand combat. You need to be close to an enemy ship and traveling at a slow speed to grapple it, and success isn’t always guaranteed. Once you’ve grappled the enemy, however, you and your crew board the ship and participate in a somewhat messy melee that hardly caters to the game’s strengths.



Flying Lab certainly tried to add some punch to melee combat with the balance and initiative meters. More damaging attacks require balance, which is built up by performing relatively weak preparatory strikes, while finishing moves require initiative, which also builds up over time. There are also different schools of swashbuckling from which you can earn skills, such as dirty fighting and fencing. Yet these options, as interesting as they sound, can’t rescue avatar combat. While ship combat finds just the right balance of deliberate pace and nail-biting excitement, melee battles move too slowly and look and feel dull. Some visual panache would have gone a long way toward spicing things up, but the lackluster graphics and sound of hand-to-hand combat will have you avoiding it whenever feasible.

Both types of combat fit into an overarching player-versus-player mechanic that’s as awesome as it is intimidating. As you complete quests at certain ports, you also contribute to regional unrest, which results in a gradual breakdown of opposing national control. Once a region has become unstable enough, pirates can move in for the kill, creating PVP hot zones that make open-sea travel treacherous and further break down port control. After several days of real-time unrest, the original port owner and contesting nation battle it out in an epic 48-ship battle usually (but not necessarily) involving the players that contributed most to their nation during the contesting period. This is where each element of the game comes together in a glorious showdown that shines in contrast to the often lackluster PVP systems of its peers, and sets the bar for future MMOG designers. Your first gargantuan battle is likely to be one of your most memorable online gaming moments, featuring dozens of hulking ships attacking one another in a rollicking oceanic ballet. It’s also a remarkably well-balanced structure in which players of any level and profession can make a difference, thanks to the unique features of ship combat. In a genre in which the best, most thrilling moments are generally reserved for top-level players, being able to see Pirates of the Burning Sea’s finest feature without having to grind for a hundred hours is a breath of fresh air.

Once a nation has conquered enough territory, ports revert to their original owners and you do it all over again. Your reasons for capturing ports go well beyond simple national pride, however. Certain valuable resources are only available at particular ports, which makes being able to control them key to controlling the complex player-driven economy. Pirates of the Burning Sea falters a bit here, since learning how to take advantage of resources and port warehouses is a bit mind-boggling at first, and the manufacturing interface is hardly intuitive. Yet once you’ve got a handle on its intricacies, you can take advantage of them to rake in some serious cash, which can be used, in turn, to buy new ships or upgrade existing ones. You can also craft items out of raw goods and put them up for sale on the game’s auction houses, which handily averages out standard prices for that particular item so that you can make an educated bid.

Pirates of the Burning Sea has been, for the most part, stable during our testing period. However, it has suffered from its share of launch pangs and occasional lag, and throws some unnecessary obstacles into the mix. Even after a very recent patch, attempting dialogue with a few NPCs results in strings of code rather than actual dialogue. At other times, the game suffers from graphical bugs, ranging from texture load-in to missing geometry and disappearing water shaders. The general interface is also rather clunky, making it a hassle to identify quest locations, or even to manage chat channels. None of these factors make the game fare any worse than most other MMOGs during their initial launch periods, but they are drawbacks worth noting.

Though the game servers feel underpopulated, there’s a good deal of community support for the game, best exemplified by content-creation options that allow players to create original flag and sail patterns, and then submit them for in-game use. We proudly created a flag and eagerly watched as other players voted on its quality. Sadly, taking advantage of this feature is limited to power users, since there are some stringent design requirements, and you will need to use a third-party graphical design program like Adobe Photoshop to create them. A simplified in-game creation system, like that employed in Guild Wars for capes, would have been a welcome feature, since it wouldn’t exclude so many from participating in this interesting facet of the game. It’s also worth noting that once you create your design, you still have to purchase it in-game in order to apply it to your own ships–an odd design choice indeed.

Aside from the aforementioned visual glitches, Pirates of the Burning Sea looks pretty good, if not exactly up to recent PC gaming standards, and the contrast between the tremendous marine battles and unspectacular ground combat translates somewhat into the visuals. The water is truly beautiful and surges convincingly when you are out at sea, which makes the unrealistic way in which it meets the shoreline stick out. Ship designs are also lovely, but player avatars are somewhat flat–though it’s worth noting that you can dress them up in a variety of fun and interesting ways. Unfortunately, ports aren’t much to look at and suffer from bland street and wall textures. In fact, while you’d think that a game taking place at such a colorful time in history would feature over-the-top animations, replete with swashbuckling deeds of derring-do, character models are stiff and lifeless. Overall, the game doesn’t look bad, and it runs well on a variety of machines–it just doesn’t meet the joy of its setting with an equally enthusiastic presentation.

The same can be said of the sound design, though it has its delights. Again, the dichotomy between ordinary landlubbing and oceanic exhilaration is apparent, with naval battles coming to life with the din of cannons and the warble of waves. On-foot combat is less interesting to hear, but the battle cries of your crew always are done well, even if they signal enthusiasm for a thrill that never arrives. The music isn’t bad though, and exploring ports reveals minor delights, like a barside flute player entertaining patrons or a dockside fiddler providing some jaunty atmosphere.

If you’re looking for an MMOG that offers instant rewards, you will probably find Pirates of the Burning Sea’s learning curve daunting, but it’s worth getting the hang of, because the game showers you with gifts the more you play it. Here is, finally, an online RPG that takes the grand-scheming economics and PVP of EVE and shrinks it into a manageable form, without forcing you to sacrifice the joy of exciting combat in the process. If you’ve been looking for something a little bit different and a lot more complex than the usual fare, you should give Pirates of the Burning Sea a good, hard look.

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Friday, June 17, 2011

Darkspore Review

During the multi-year development of Spore, Will Wright promised the universe. And while the evolution sim’s insanely rich creature creator wound up being a diversion unto itself, the ambitious 2008 game wound up disappointing most. Darkspore, a new PC-only RPG-mutation of the original, feels like a marketing person’s response to all the gripes against the shallow sandbox of Spore.



The first step in Darkspore’s attempt to capture the hearts and minds of the gaming demographic is to go pre-fab. You don’t design your own characters from the ground up, but rather recruit from a pool of creatures that look more Bionicle than badass. There’s a hint of “gotta catch ’em all” here, but the recruitment of said aliens is mostly uninteresting; players merely unlock new units when you level up.



Said creatures are thrown into squads of three and used to muscle through Diablo-style dungeon crawls. The environments are lovely, ranging from verdant but poisonous jungles to futuristic fortresses that look straight out of Starcraft. Combat is fun enough. Your units wield special skills, three unique to them and another three shared across the squad, and squads work like a three-way tag team, teleporting in and out of fights when health runs low. Darkspore’s most interesting wrinkle on the loot game is that all the new gear you earn during and after missions doesn’t just get slapped onto your character. Using a neutered version of the Spore creature creator, you add new claws, armor, eyes, and tendrils to your characters as you see fit.



Some will gripe that Darkspore requires an always-on Internet connection to play. If you consider having to log in and connect to a server—even if you want to play single-player—as a form of DRM, then you might agree. But there are rewards for playing Darkspore online apart from the virtual companionship: Bonuses to character experience and loot encourage you for engaging in the game’s thin but workable online community. Darkspore feels like a sliver of Spore. It has a mostly silly and self-serious story and a portentous soundtrack a la Mass Effect. But at the micro level, there’s substance to its meat and bones, and lots of stats, gear, and levels to chew on. Its hard, though, to say if that’s an improvement.

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