Friday, July 3, 2009

Werit Visits Aion

I was able to play Aion a bit yesterday. I can't say too much about the game though as I am still in the starter area. It is pretty much what you would expect in a MMO starter area. Combat is pretty smooth, gameplay is what you've seen before (so far).

I tried to make my character look like a Dwarf. Might have better luck on the good side of things though.

Below is some video I took. It includes combat, scenery, the personal store, skills and more. I suggest watching it on Full Screen so you can read the text.



Direct Link.

Thursday, July 2, 2009

Aion Video Requests?

I happen to have an Aion Beta Key, so I will be checking out the game a bit this weekend. While I am not too excited about the game, it does look like it is worth trying out. This beta event does not include the Abyss, which is what I am interested in. But I'll putt around and explore a bit of what Aion has to offer.

I'll have Fraps handy, so if there is anything you would like to see let me know.

Don't cross the streams

This isn't another Ghostbusters post. The next big thing to come down the pipe in gaming looks to be these streaming services, OnLive and Gaikai. I know, cutting edge topic. This video brought on my interest.

Let's assume for a moment that both services work as described. I don't think they will work as well as their marketing would have you believe but let's say they do. You can play nearly any game without a download just using a web browser or their client. Lag is not an issue.

Would you be interested in the service?

I'm not sure I would be. It sounds great at first, but there are a lot of unanswered questions.

Pricing. Would this be a subscription service? Will all these game publishers be on-board with that sort of pricing? Seems to me they like the 1 copy == 1 license model. There would have to be some kind of volume license agreement going on. You'll still have to pay MMO subscription fee's on top of any service subscription fee too.

Bandwidth. Gaikai, on average, uses up about 1mBit a second. If you play 60 hours a month, that comes out to 27 gigabytes of traffic just from gaming. In this age of bandwidth caps, who knows what will happen. Also, network issues can happen anywhere down the line which can degrade your performance. This would be quite frustrating for a single player game.

Publisher Support. You know not every publisher will sign up for this service (or allow it). You will still need a computer that can play their games. If not, you will be at the mercy of OnLive or Gaikai for what games you can play.

Support. Will that game launching today be available on the service today? Will WoW 3.2 be patched and ready to go when I want to play? Again you are at the mercy of the service.

Add-Ons. Mod's and add-ons are popular these days. I think this is actually a pretty simple issue for these companies to solve, so I expect them to support it.

Overall, these types of services just sound too restrictive to me. I don't want to be waiting on them to do something.

Wednesday, July 1, 2009

In a galaxy not so far away

Recently, my interest in Star Wars Galaxies was piqued by Fan Faire. I have always liked SWG, but whether or not I want to play ebbs and flows. One, it is Star Wars and Two, it does have a lot going for it.

At Fan Faire, they announced the new Chronicle system. It is similar in concept to Ryzom's Ring and CoX's Mission Architect; User-Generated Content. SWG has been doing user-generated content in the form of the Storyteller system for years, so this is the next big step.

The Chronicle system allows players to build their own quests. It doesn't seem to use an instancing system, instead it uses what the game already has available. The quest is given through an object, which you can likely put on your vendor. You can also choose iconic Star Wars figure to be the quest givers. So Darth Vader can message the player and tell him what to do.

The Quests can be crafting, killing, PvP and more. You can even create a quest drop and specify its drop rate on existing npc's. Lets not forget the rewards either. There is a special Chronicle loot table, XP and custom rewards. The custom rewards are ones that you provide. You can check out screenshots of the system here.

Another topic of Fan Faire was the Galactic Civil War, Rebels versus Empire. The developers have many ideas but would not commit to anything just yet. Let's hope they do, as the struggle between the two factions is a big part of Star Wars.

Recently, SWG also brought back battlefields. They had something similar a long time ago (before WoW) but it went away. These are open world fields where a set amount of players fight it out over objectives. It is similar to being instanced in that the population is limited, but it is not separate from the rest of the world.

Unlike some other games (Vanguard and PotBS), SWG had a pretty decent showing. That should speak well for its future, even if stiff competition is on the way. There is room for both games, as they are going to be quite different from each other. I do think SWG will need a face-lift in the coming years to hang on though.

It turns out SWG had a free trial so I was able to log in and hang out a bit. My server was more crowded thanks to the free server transfers. I walked around a bit, looked at some of the new houses (which are SWEET) and did some of the Empire Day event.

Here is a compilation of the video I took.

Direct Link.

Tuesday, June 30, 2009

Aion: Fighting in the Abyss

As a fan of PvP and RvR, I can't help but keep an eye on Aion. Today I did some reading and watching about life in the Abyss. It has similarities with other games like WAR, but is also different.

Keep Sieges. The keep siege system looks very similar to WAR. The door is the main line of the defense. Attackers must break down the door using their abilities or siege weapons. The door is healed through a device inside the keep. Flying into the keep is generally a bad idea as there is a damaging field. This field can be turned off once you break through the doors. Once in you kill a boss and the castle is yours. To watch the tutorial video's, check out this thread.

I've also read that there are no incentives for holding a keep, so keep trading is rampant on existing servers. If it is true, that would be a real shame.

Artifacts. There are a number of area effecting artifacts in the game. They are captured from special npc-guarded locations throughout the abyss. It almost sounds like some of them are 1-time use, tough to tell right now. They don't seemed to be tied to keeps/forts at all.

Mobile Rez. You can carry a kisk (mobile obelisk) around with you that will act as a respawn point. Only a limited amount of players can bind to it and it can be destroyed. No more long walks back to the fight, but it could also mean perpetual life in a way. I'd have to see it in practice, but it is interesting.

Hero System. A select amount of players on each side will be able to become Guardians/Heroes. This turns them into a raid boss with special skills (and some restrictions). Only the top tier of players will be able to turn into these of course. These players will be worth more Abyss Points, but will be able to take on many players by themselves as well. I don't know how well this will work out but it's something different. See this thread for more info.

For a video of a Cleric as a Hero/Guardian, check this out. They get a powerful heal... so you can imagine what happens.

Zerg On. One of the biggest complains about WAR is that it is all about the Zerg. Nevermind the fact that all PvP, except those who activly choose not to, degenerates into a zerg. Aion's engine seems to allow Zerg on a scale yet unseen. See this video. Names are still on, but characters are not visible. We'll have to wait and see what it will be like in game.

Collision. Aion doesn't appear to have any player collision detection. It probably helps their engine, but I liked it in WAR. It gives tanks a good purpose in keep defense.

What about the Twinkie?

A couple weeks ago I got my hands on Ghostbusters: The Video Game for the XBox 360. I've been a Ghostbusters fan for a long time and was looking forward to the game. The previous efforts were not bad at all, but it has been a while since a new Ghostbusters game came out. I figured I should post some kind of review for it.

Here is what you need to know about the game:

Story. Written by Aykroyd and Ramis. Takes you to a lot of places in the original Ghostbusters films but adds a lot more detail.

Graphics. I was very surprised with how good the graphics are. They are top notch in many places.

Gameplay. Using your proton pack is tough at first, but once you buy some upgrades it becomes much more fun.

Voice Acting. All the original Ghostbusters are back and so are a lot of the supporting cast (no Moranis). It does add a lot to the game for me, as the actors are a big part of why the movie was good.

Multiplayer. There is a Multiplayer element and it is pretty neat. I would buy the game for it, but it is there.

Replay. There are hidden items to find, but the replay value isn't very high.

Ghostbusters. The developers spent a lot of time making this feel like the Ghostbusters world. There are so many small details from the movie in the game. They didn't stop there as they expanded the lore. From sliding down the pole, to the ball room at the hotel, it's all there.

I think it is a great game. The bottom line is, if you are a fan of Ghostbusters then get this game. At least rent it, it is certainly worth the money.

Monday, June 29, 2009

Return of the Producers Letter: Part 1

Mythic posted Part 3 of their Producer Letter series. Trilogies seem to be still in vogue. It contains the normal prerequisites that an official letter must have. Commitment, support, recap yada, yada, yada.

Combat and Careers. Many of the changes we saw in the short lived jumbo 1.3 patch will be making a comeback. Tears will be raining down like a Monsoon. Listen to the bass go.... sorry, got sidetracked. This time they will implement them piecemeal though. Excellent idea as you may see not all the changes are necessary.

One thing I don't understand is Mythic's seemingly love affair with the KNOCKDOWN, not back. They want to put the Knockback and root on the same immunity timer. A while back they increased the knockback immunity timer, but did not touch (or say they touched) the knockdown timer.

Knockdown's are the worst type of crowd control, as you cannot do anything. Knockback's save as many people as they get killed. Yet it never seems to bear the brunt of Mythics balancing. By all means keep taking away the non-lethal ways my Engineer can defend himself, but leave all those AoE knockdowns in play.

AM/Shaman/Zealot/RP will all be getting some attention, in a good way. Marauders and White Lions were not so lucky.

End Game. It seems the next major effort for the dev team will be to improve the city siege. This has been a long time coming. As it stands now, the contested phase (the first one) is the only time when PvP is involved with the end game. That wouldn't be so bad if it was actually fun, but it is not.

The PQ that spawns will now be optional. Instead, each side will be required to hold 3/4 objectives in order to win the stage. But, if they kill the PQ boss, they win too. While that is nice, will players just try to find an undefended instance so that they can farm the PQ? Sounds like something players would do. Also, while one side is defending the 3 objectives, the enemy can just go beat the PQ boss for a win. I'm not 100% sure this hybrid system will have the desired effect.

The 2nd phase of the city siege is having RvR added to it as well. I have never actually seen this phase, but I do believe it was just 2 PvE encounters. It sounds like the contested phase will continue on, but the winners can choose to go do the PvE instances. Will that leave enough population for the attackers to fight on the streets?

The third and final phase, the King, is mostly remaining the same. Except that the previous phases will remain active with RvR. If the defenders win the first-phase, they will shorten the time that the attacker has to take down the King. This is an interesting idea.

Population is my big concern. Lets say it is 100 vs 100 and the attackers win. 30 of them go off to do the higher level content (Stage 2 and 3), now it is 70 - 100. That doesn't sound very fun for those 70 who remain. The defenders will enjoy it as the 70 vacate the zone and they can farm the PQ. The folks who may have gotten to the king will be disappointed that they have no time with him as the PQ is being farmed. These are just arbitrary numbers, but you get the idea.

This has run on long enough for one post, more to come later.