Archive for the MMORPG Reviews Category

The Free to Player #3: World of Tanks

Posted in MMORPG Reviews, Reviews, The Free to Player with tags on March 12, 2013 by troublmaker

This month’s free to player we will be reviewing World of Tanks.  World of Tanks is considered to be an eSports game and often appears at many mass games tournaments.

The free to player is dedicated to reviewing free to play client based titles.  There is an admission that anyone reviewing a free to play title must first admit…. you can’t review one of these in a single bulk session.  These games are designed to be played over a year and thus must be given some time to be reviewed properly.

There are a few rules to this review:

  1. Game Must be Played for 30 Days before a Review is Done
  2. Game must be Played Minimum 30 Minutes a Day
  3. Effort Must be Made to Play All Facets of the Game
  4. No Purchases Allowed

Following these rules we get a unique free to play experience and at the end of this it will be either a thumbs up or thumbs down to this game.

Have You Ever…

I think the big catch phrase for any game development might start “have you ever…” fill in the blank with what you offer.  If the answer is no, you really have to work hard to make this fun.

So let’s try it out.  ”Have you ever wanted to drive a tank in a war.”

Most people’s answer: no.

The reason for this is quite simple, the era of tank duels was quite short lived.  How short lived?  Well tanks first showed their ability in World War 1 in which armored vehicles were fitted with large weapons and machine guns.  These were generally used by commanders.

Most units still had cavalry and as thousands and thousands of horses were dying and breeders were not able to meet the demand horses were slowly being replaced with tanks.

By the time World War 2 came around tanks were all the rage.  Specifically the campaigns in North Africa, Italy, Russia, and Germany became more about who had a larger tank count and less about almost any other factor.

Holy mother of user interface

Holy mother of user interface

In the Pacific however things were raging differently.  Japan was seen to have the modern army, America copied it.  The Battle of the Pacific became more about infantry securing islands and air forces securing the air.

The fact that Japan was the “modern warfare” showed decades later as every major battle was decided by who had more planes and infantry and less about who had more tanks.

So who exactly are the people who are interested in tank battles?  Well as it would seem it is a person who very specifically was interested in the European theater of battle during World War 2.  Even more specifically these people might be fans of tank commanders like Rommel, Patton, and Montgomery.

Having operated a tank for a day I have a very basic understanding of how it works.  The drive drives.  The gunsman aims and shoots.  The tank commander spots and directs movement and fire.  Often there is a fourth or fifth person in the tank loading ammunition or manning an external flak or anti-infantry turret.

In this game all of these various people get combined into… you.

Really there are only a few movies that feature tank crews in action.  Kelly’s Heroes and Sahara are among them.  I can most recently remember the newer Repo Man had a tank battle cameo.

Gameplay

To aim you move your mouse to a location.  This guides the turret to move to this location.  A second retical indicates where the turret actually is.  Upon hovering the turret retical to a target, the target will light up red. This means you have a guaranteed shot.

Different guns have different ranges.  Faster guns will have shorter ranges, longer reload guns will have long ranges.  Maps will supply opportunity for both styles in which the smaller gun can flank for very fast kills while the longer gun can pick people off from a very far distance.

Dammit got stuck in a tank trap.... 5 yards from my starting point

Dammit got stuck in a tank trap…. 5 yards from my starting point

The controls are WASD, forward left, back, right.  Just like in a real tank the controls will invert as you go backwards.  This will no doubt confuse people who are used to driving a car.

You will start off at a load out screen in which you can pick a tank.  You can choose a better tank by paying for it with real or earned money.

After that you load up a random game and are added into a battle with random players on a random map.

Tech and Tank Buying

The main revenue model of this game is to sell premium tanks and premium tank upgrades.  To better explain this there are three currencies.

The first currency is experience.  Experience is used on research and will unlock new tanks and upgrades for you to unlock.

The second currency is silver.  Silver is used to purchase upgrades and purchase new tanks.

The third currency is gold.  Gold is also used to purchase upgrades and purchase new tanks.

Wait a minute.

Something’s fishy here!

Yes there are certain tanks and upgrades only purchasable with real money.

As an example you can get 50% damage for $0, 75% damage for $20,000 and 100% damage for 200 gold.  This is all accomplished by going to the tank recruitment screen.

For premium purchase you can do double damage!

For premium purchase you can do double damage!

This means that the game is *shock* pay to win.  I will say that the advantages given only really effect the top 5% of players.  With the randoms I play against (who are mostly free players) not having these upgrades doesn’t make too big of a difference.

On top of that you can convert about 20-30 days worth of playing into a couple of real money dollars to get some of these upgrades, so you can technically still purchase all of this stuff.  It’s really based around the inconvenience model in which after so long of waiting to get something you’ll just spend $2-3 and buy it anyway.

The game imbalanced caused by money is pretty sickening.  You can take 14 shots at a guy and reduce his health from 100% to 85% and have him turn around and kill you in one shot.

This is the equivalent of (in a normal MMO) a level 50 player killing a level 10 player.  This distinction of course is only unlockable with money.

Strategy

The game is going to be very slow paced.  Basically all tanks die pretty easily.  They can take 4-5 hits.  With 16 players in the team it means one moment of being exposed could result in an instant death.

To this extent a player of this game has to be patient and only attack when the opportunity is present for a kill and only move when it is safe to do so.

The game requires mass strategy from players in which they attack from various flanks.  Much like in real life tanks when hit from the sides take considerable more damage from a frontal attack.

You would think this would mean quickly glinding by tanks and lighting them up is a viable strategy… but it’s not.

Slow tedious moves no action for you

Slow tedious moves no action for you

This is a slow game of sniping and resembles closer to the strategy of a first person shooter than that of a war game.

Of course unlike in a first person shooter everything just moves so much slower.

Since I like playing the faster lighter tanks I provide scouting information and flank opponents as they are trying to fire at my team mates.  One unique feature about fast vehicles is they can battering ram targets on the side for insanely high damage… that is if you can get that close.

As well sometimes I’ll use the fast light vehicles as skirmishing units being able to almost be everything quickly moving around the battlefield only engaging in win fights.

AFK and Friendly Fire

The format of the game means grinding vicious amounts of income so that you can earn money to purchase new vehicles.  So to this extent people can just AFK through a game and get a tremendous amount of dough for no effort.  This happens more often than not.

A person can pretend to be “strategic” and sit at home base defending home base.  They get caught when they do not respond.  I’ve gotten up to 5 kills in a game because I’ve just been picking off AFK players.

It more or less ruins the game and most games seem to be decided based on who has less AFK players.

The game really just supports AFKing.  If you die you have 15 minutes with nothing to do.  If you live you might also have 15 minutes of nothing to do.  If you park your vehicle somewhere it’s unlikely the enemy will try and approach it in risk of dying.

I often found myself loading up a video on Netflix to watch in between deaths.

You can’t just leave the battle because ammunition and repairs cost money… which if you leave you will be out cash.  You need cash to acquire new tanks and upgrades… so you don’t want that.

The maps need some sort of progression.  Since each map is capture the flag or elimination there is no reason to grab a point, you might as well just kill everyone.  If there was a very potent and powerful advantage or reward given to capture wins you might see more motivated players.

This game also has friendly fire.  You can target a player, fire at them a bunch of times and kill them.  By team killing (TKing) you get a -1 by your name.  However this won’t stop people from padding their damage without killing you.

Grinding

World of Tanks has a lot of tanks.  There are eight tiers of tanks.  Each tier has about 16 tanks, so yeah that’s a lot of freaking tanks.

The biggest challenge of the game is grinding from Tier 1 to Tier 8.  And I do mean GRIND.  You will need to play hundreds of games to get to tier 8.

In my one month of play I was only ever able to get to tier 5.  That seems relatively sad.

In some free to play models you can get to the end faster… but not this one.  In this game you have to hard grind out your tank and then you pay for the bonus damage.

After the first few games in a row you start to realize it’s a lot of the same thing.  You queue into a game in which you have 3 different tiers.  If your’e on the bottom tier you either hide and never engage or die immediately.  If you’re in the middle tier you hide and sometimes engage and die relatively fast.  And if you are the top tier you fight the entire time and take a lot more hits to kill.

It’s a long process that could use some streamlining to zoom people to tier 8 faster.  But of course once you hit Tier 8… there really isn’t any end game.  You’ve been doing everything you are “leveling to” the entire time.

And the Verdict Is….

I HATE IT I HATE IT I HATE IT I HATE IT I HATE IT…. I can’t stop playing it.

Much like first person shooters which as a genre I don’t enjoy that much… I can’t stop playing them.

There’s some addictive quality to this game and I’m not exactly sure what it is.  Every time I finished a match I would keep telling myself “okay just one more.”

Then I’d leave and be like.. man I want to play World of Tanks again.

After I peel myself away from this game for some time I’ll be able to figure out what exactly makes it addicting.

Addicting is not the same thing as fun.  I find many aspects of World of Warcraft (of which this game is named after) fun.  The ones that I play however are the addicting ones.

I just didn’t find it a very good game.  It didn’t have a lot of depth or variation to it.  You just played the same map modes over and over again.

At no point did I feel like I was going anywhere.  Spending 15 days to grind out a tank valued at $2 hardly seems worth my time.

At the end of the day there are free to play models that make the whole experience feel seamless like that of Team Fortress 2.  Then you have your World of Tank games in which the difference is absolutely baffling.

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The Free to Player #2: Dragon Nest

Posted in MMORPG Reviews, Reviews, The Free to Player with tags , on February 12, 2013 by troublmaker

This months free to player will be Dragon Nest.  This game is produced by Nexon and is a free to play beat’em’up fantasy MMORPG.  Remember Nexon?  They gave us MAPLE STORY!  So these games are worth billions of dollars and with this money, this is the game they made.

The free to player is dedicated to reviewing free to play client based titles.  There is an admission that anyone reviewing a free to play title must first admit…. you can’t review one of these in a single bulk session.  These games are designed to be played over a year and thus must be given some time to be reviewed properly.

There are a few rules to this review:

  1. Game Must be Played for 30 Days before a Review is Done
  2. Game must be Played Minimum 30 Minutes a Day
  3. Effort Must be Made to Play All Facets of the Game
  4. No Purchases Allowed

Following these rules we get a unique free to play experience and at the end of this it will be either a thumbs up or thumbs down to this game.

The format of this review will be far less formaty than most of my reviews and it will be positive and negative aspects of the game illustrated in a nice orderly chaotic way.

Character Creator

You can’t have a MMORPG (pronounced meh more peh geh) without having some elements of customizing your character.

The first stage in this is selecting a class.  Upon entering your server you will get to choose from five unlabeled classes, all little girls… all likely to make you feel like a pedophile for playing this game.  Each class is unique and has a distinct play style.  I’d know that if I actually played them but honestly with the time needed to play this game I was happy with the class I chose, The Tinkerer.

This little girl runs around with a giant gun and a giant wrench.  The wrench is about 3x the size of her body.

I thought this class was cool so I picked it.

Upon going into customization I could choose eye color, hair color, skin color, and starting clothes.

Height and weight are common customizations for games that do not fit well in
to this game.  This is largely because Nexon’s trying to maintain the little girl aspect of this game so heavily.

Overall creating a character was pretty abysmal and I was unable to build my angelic super model I make in every game.
fantasy1

I should however note that character creation was fast and you were scooted into the game very quickly.  There is a trade off here.  If you want customizable personal identities (which most do) it’s not there.  If you hate games that hold you back from actually doing something as long as humanly possible…. well there’s a problem.

The next tier of customization will not come until around Level 10 when you get to pick from one of two sub-classes.  Generally these are role specific so one might be YOU TAKE DAMAGE while another might be YOU HEAL REAL GROOD.

Combat

The combat in the game is third person shooter with an MMO UI.  Simply put left click is shoot, right click is secondary attack and 1-9 are special moves.

This style works surprisingly well and is very fun.  You can also use a dodge move by hitting shift.  The dodge has a cooldown since it is an active ability.

Abilities are upgraded manually through “Special Points” that are earned upon leveling up.

As a ranged class this plays very easy.  I will say that it doesn’t play as easily as a standard MMO and as far as MMOs go this will represent one of the more challenging ones to actually control.

The combat also opens up a lot of avenues for gamers who actually hate that MMORPG style (like myself).

If you were to compare the style of play to something it might be DC Universe Online… you know those guys who innovated gaming and got no credit for it?  Yeah the active dodge no autoattack often gets credited to TERA or Guild Wars 2 but in reality it was done years ago by DC Universe Online.

A big difference that sets it apart is the fixed animations.  These annoy me to all hell.  If you’re being attacked and you’re doing a particularly long animation… you will be in trouble pretty easily.  It’s not so bad for classes like mine that juggle people around… but it sucks when you are the one getting juggled.

There are also a lot of boss mechanics that are timed.  If your fixed animation is happening while this happens you will get hit.  It can be pretty brutal when these timed position based attacks can wipe out 1/3 of your health.

Another potential problem comes in the UI/HUD…. oh wait that category is next!

UI/HUD

I think above all else the UI of this game is completely awful.

This has a lot to do with the combat style.  Since left click is attack and right click is melee attack you’re not free to click on menus and options as easily as you would in almost every other MMORPG out there.

The end result is a lot of those nice hot keys you would use are allocated to well… everything.  Just about every single key on the keyboard is binded to something leaving you very little customization.

This only really has an impact on the game because you get 9 skill slots like most games and you have to be able to stretch your finger all the way over to the 9 key.  Even getting to the 6 key is tough.  It’s tough because you need to be almost constantly moving to manually dodge stuff.

Worst yet you will have about 20 moves to use in the game… and you use all of them pretty often.  You have to hit a tab key to change up the menu and quickly select an ability.  If you have bad lag you will not use the right ability at the right time and you’ll of course… be in trouble.

You can customize the hotkeys but honestly there is no point.  The hotkeys you’d want to use (F1-F4) are unbindable and the ones you don’t care about will just be clunky and worthles.

Even getting around some of the menus feels like a waste of time and there’s so much that just isn’t spelled out all that well… like the Reputations system… also known as the “making friends with NPCs system.”

Story

Story to MMORPGs is like badgers to badger hounds.  Yeah you can put them together… but the end result won’t be good.

Dragon Nest has a fairly large emphasis on story.  When you select a quest instead of getting a giant blurb of text you have an actual conversation with a person.  Now unlike something like SWTOR, you only have a single chat option.  This means the dialogue is only set up to pace the dialogue because… as research shows… people have problems leading beyond two sentences without skipping to the end.

Story?  What?  Why?

Story? What? Why?

Every so many quests you will get a big video having dialogue and revealing even more elements of the story.

So what is the story?

Well in the future things aren’t going so well.  A cult has caused chaos throughout the land and brought on the end of the world.  You are sent back in time and as you do as you so you de-age.  This explains why such a young person is such a knowledgeable and experienced person.

The game continues from this starting point as you enter the past trying to save the future.

The quests come in a few forms, PvP (we’ll talk about this later), repeatable quests, story quests, side quests, and dungeon quests.

Repeatable quests often involve killing 200-300 things in an arena type setup and can be done ad infinitum for tokens that can be used for getting gear and items.

Story quests drive the flow of the game and will be cinematic in nature.

The side quests often have you repeat dungeons from story quests.  They will increase your friendships with individuals and offer supplemental exp.  Think of friendships as like reputation grinding.

The dungeon quests can only be done one at a time and have you go in and collect or kill as objectives.

Instancing and Worlds

I think one of my gripes about MMORPG development is the difference between instanced games and open world games.

If you go to the general MMORPG community the feeling is that every game has to be a giant open world sandbox adventure, any attempt to tunnel you into anything is bad.

If you go to the single player community they generally favor games that are less obtuse and generally favor games that will lead you to the end.

So for MMOs the end result is either creating an open world game with quests leading you around or instanced games with high amounts of customization.

Dragon Nest is full of beautiful surprises... if you look up

Dragon Nest is full of beautiful surprises… if you look up

These two options have left me hating most MMORPGs.  I really enjoy both instanced games and open world sandbox games.  I find neither unattractive…. but I don’t really enjoy combining these two elements.

And neither do Nexon in Dragon Nest. Dragon Nest is a game with low amounts of customization and you are being instanced through dungeons with no variation.  This makes for a great one time play of each dungeon… which is mostly what you will do.

There are some problems with it of course.  Your hand is REALLY held and jumping off of any heights is stopped, so a lot of times if you move off the beaten path you will have to just walk around back on the beaten path instead of just jumping from a 1 meter altitude to the end.

I think the instancing overall works in favor of the game though  as there is no wasted time.

Honestly in games with high amounts of variety people just min/max the exact same builds and gear sets anyway…. you know who you are.

Difficulty Settings

Upon entering a dungeon there are four difficulty settings.  There is a fifth which I have no idea how to unlock, I suspect you must be at max level for this.

Novice is painstakingly easy.  You run in and everything dies.

Normal takes about 1.5x longer to complete and enemies have more health.

Hard takes about 2x longer to complete and enemies have even more health.

Extreme takes about 4x longer to complete and have even even more health.

Abyss rating transforms a single player style dungeon into a traditional MMORPG dungeon designed for a group.  Every so many checkpoints you will run into a boss.  The loot drops are higher and challenge slightly higher.  Also note the end boss for this dungeon…. there’ll be two of them!

Difficulty doesn’t seem to matter too much as far as actual difficulty (except Abyss), it just seems to make things go longer.  This has a lot to do with the fact that you can dodge all attacks and my Tinkerer seems to have the ability to area of effect knock people down quite frequently.

The difficulty almost looks like it is designed to make levels go on longer for better loot.  After doing one of each I always went on extreme difficulty every single time  so I could get the better loot.  The downside was I always had to wait 5 levels to use my gear.

I suspect this 5 levels later mechanic is designed around the hope that I keep playing…  I fell for it.

I will say however that difficulties should actually change the dungeons somehow.  The basic format should be done but at least the dungeon bosses should have added abilities to deal with.

Overall I felt it was very hard to do poorly… even at higher difficulties.

Jump In and Play

A master level dungeon took me about 30 minutes to complete each time.  Lower difficulties were taking me about 5-10 minutes.

The game is fully instanced and because of this it allows for people to just jump into the game and play.  I can happily have a 30-minute play session because leveling is all about this casual experience.

Even the matchmaking system is pretty “jump in and play.”  I decided to try and “team” for a quest and immediately found a party of 3 (out of 4) and we went and crushed through a dungeon in minutes.

The friendship system puts an interesting twist on the reputation system

The friendship system puts an interesting twist on the reputation system

After we completed the quest we could stay as a group and continue on a similar progression line, or we could with relative ease break up and go form or join new parties.

The game is not tailored to being social with people so much as it is with small casual experiences.

The instancing of the game really works in favor of this.

Mentoring

A lot of times when things pop up, I just ignore them.  In this game I should have not ignored so much stuff.  There is a lot of tutorial information that comes to you and unfortunately there’s really not a good way to differentiate it from the story.  Most people praise story/tutorial integration but honestly it felt like I should have been pulled to the side and said “HERE’S HOW STUFF DOES NOW WE’RE FORCING YOU TO DO IT TO CONTINUE.”

Most of the tutorial information was optional specifically because people who want to make another character could skip it.

Mentoring was a welcome change and is something that is becoming more and more common in MMORPGs.

If you’ve ever played an MMORPG you’ve probably noticed there are people who make and run “leveling guilds.”  These guilds are designed around the philosophy of leveling people up with the inevitable promise of doing end-game content.  Of course these guilds rarely ever do end game content and usually the people who stick around are doing more casual friendly stuff like PvP and non-raid dungeon grinds.

These people without any reward help people level up and teach them everything they know about the game.  One thing that people noted that as end game became easier and more people moved to end game content… less people were helping each other.  People began to see things in terms of rewards.

So now you have instituted helping people rewards.  Basically you recruit a person as your student and you have no PWR costs when entering dungeons.  As well you have no repair costs.  As well after each level your student gets you will receive a Level 50 item via random chest via mail.  The student on the other hand gets someone running them through everything and helping explain the game to them.

This gives an incentive to be both a student and a mentor to everyone.  It also incentivizes getting people leveled up fast.  This makes sense for their profit model as well because generally people who hit level cap are spending money on things like bag space.

While being a student I moved up 8 levels in under an hour.  This would have normally taken me 10 hours.

PvP

I don’t think you can talk about a Nexon game without talking about player versus player.  We’ll talk about what effect cash shop items have on this later… it is a Nexon game after all.

You can queue for PvP from anywhere, however there is a specific “Arena World” available for people who are going to be very arena-focused.

There are various modes.  The first you’ll be introduced to is non-stop action.  Anyone can jump into this live battlefield at any time and compete in a free for all environment.

Another game mode is “Rounds.”  In Rounds the captain of a team selects which team mate will go forward.  The other team does the same.  Theoretically all 2-4 players should get a chance at playing, in reality you can just push your best player forward every single time… which is what happens more often than not.

FFA is just what it says, free for all fighting.  You can jump into an existing game and play.  You will get points for kills.  Being a class with high AoE does a lot of good in this type of fight.

Stormy Arena is similar to rounds with some differences.  All matchups are randomly decided.  If a player loses they turn to a ghost.  All players must be transformed into ghosts on the other team.  So they keep making random matchups until one team is all ghosts.

And that’s really all anyone ever seems to play.  There are other game modes… but you nor anyone will ever play them.

Crafting

The crafting in this game is very basic, so I won’t spend much time talking about it.

The first tier of crafting is ‘enhancing.’  You put a piece of equipment in an enhancement slot at the repair guy and you hit the enhancement button.  Sometimes this just costs gold.  Sometimes it also costs some materials.  After getting a +6 enhancement you can risk destroying the piece of equipment on a failure.  I learned this the hard way…. as I went 10 levels without a chest peice.

The second tier of crafting is emblem crafting.  Emblems give you a modification on an ability.  You can have up to 8 emblems at max level.  These are simple things like adding a stun on an effect or a snare on another.  These become essential and scary in PvP.  Many people seemingly prefer stun reduction ones, for good reason.

The third tier of crafting is gear crafting.  You go to a repair guy and an entire book of gear will become available to you.  This crafted gear is vastly superior to non-crafted gear in almost every way.  However each of these costs so many items that you never really get to do this… unless you buy more bag space.  All the items are easy to get…. I just sold them all as I got them so I had enough bag space to gather more stuff in the next dungeon.

Loose Ends

The guild system has a very low population cap.  It needs to be leveled in order to get more members.

The game features a number of “high score” type mini-games.  My favorite of these is survival in which you must protect a Goddess Statue from being destroyed while trying to destroy massive numbers of creatures.  The record is like 13 minutes… I’ve survived for 3 minutes.

The characters are actually very well put together.  My favorite of these is May.  May is a very clingy girl who is looking (so desperately) for a boyfriend.  She sends you on 500000 quests in order to boost her own sway among men and jeopardize the competition.

I’m honestly surprised that Nexon (Korean) had such a great translating team able to put all of this not only into English language but into such great context and syntax.  99% of free to play MMORPGs are not going to have as good of stories as this.  I sat down and actually enjoyed getting to know these characters.

The cash store is fairly forgiving.  Unlike most Nexon games in which you must use the cash shop for the game to be playable, this one just doesn’t have that.  There is some gear in there but it’s not the best stuff and is kind of mediocre.  For the most part the cash shop is convenience stuff like bag space.  After about 20 dungeons of having a full bag and having to empty it every single time you’ll probably purchase bag space.

The cash shop items all cost about $2.  This means for them to get a first order sale price you’d have to buy like 20 items.  I didn’t see any signs of raid passes or anything like that in there.

Another thing is you have an opportunity to earn some in-game currency via the auction house.  Gold can be traded for in-game currency from other players and gold can be traded for items on the auction house.  This essentially means that you can profit from this game.  However you’re not going to be making a six figures salary off this game.  Similar to games like Age of Empires Online and EVE Online this gives you a chance for hardcore players to earn their item’s shop purchases instead of paying for them.

Alternatively it can also be used to help guys who have been playing for a long time get something for free.

The game is slightly incomplete.  It’s not as incomplete as say Dragon Soul was but you can see a few placeholders.  The most obvious is when you go to the talent selection screen and there’s supposed to be small videos explaining what the talent is used for… and it’s not there.

Many people ask how many people are playing a game.  During peak hours on a Friday night the game had 4500 players who were playing through Steam.  How much of a representation that is of the total population is hard to say.  Most free to play games with 10,000 active members generally have about 1,000,000 players total.  Kind of odd I know but it goes to show how a small group of patrons keep these games alive.

I’ll also say the game is a bit pornographic.  Maybe that is a crude word… but it is.  A Steam member decided to take this photo.  It’s of a character named Irene in her Christmas event attire.  The skirt doesn’t actually cover her rear end and in fact you can see undergarments (at the right angle).  You have to be a pervert to see this… but that’s the point.

You’re going to feel like a bit of a pervert playing this game sometimes and that definitely sucks.

As a final thought what is missing from this review of a brand new MMORPG?  End game content.  Unfortunately after 30 days of playing 30 minutes a day I was only able to hit Level 30.  Had I been playing 1.5 hours a day for 30 days I would have level capped.  However because of playing within the rules I was really unable to see what end game was about.  Unlike most games that have a 10-12 hour leveling experience in order to drive you to that end game content, this one gives you a full and fresh leveling experience.

Verdict

Dragon Nest is not your average Korean MMO.  It has all of it’s advantages and none of it’s disadvantages.

The game is very clearly for a very specific crowd, casuals.  The dungeon lengths are just long enough for a person to play for a short amount of time every day.  The crafting system is short and sweet.  There are tones of mini-games that do not demand of your time.  The gear is progressive and not complicated.

If you are a casual player, you’ll no doubt love this game.  You’ll enjoy your time leveling and when you hit level cap there will be some things to do with small groups and you can help your fellow man level.

If you’re more hardcore you’ll level cap relatively quickly and find all of the end game stuff you do is the same end game stuff you do in other MMOs.

With TERA going free to play soon it’s a hard sell for a hardcore player.

But if you’re casual thumbs up.

If you’re a hardcore, thumbs down.

Review: War Tune

Posted in Casual Game Reviews, MMORPG Reviews, Reviews with tags , , , on November 2, 2012 by troublmaker

War Tune is a browser based RPG game made by Reality Squared Games.  It came out about June and is something that I jumped in and out of from time to time.  Only recently was I able to give a concerted effort into it.  So my thoughts on this games as free to play player.

Synopsis

When I started playing it level cap was 40… now it’s 100.  A lot has changed in a few months.

The game has multiple layers to it.

The first is a Final Fantasy style battle in which the computer will automatically make you autoattack unless you select some sort of special ability in its place.  As well you can recruit some units from your town to join you, they will have no special attacks at all.

Your town is composed of a hand full of buildings.  The town hall is the master building, no building can reach a higher level than your town hall.  The barracks will produce allies and can be upgraded for better ones.  The individual units can also be upgraded to match the barracks.

Having a powerful army is important because enemy players can pillage your town… and that sucks.  You also have the option to pillage other weak enemy towns.  So this is a game that is essentially recommending ganking :)

The game has a story line that takes your hero from simple origins to ruler of his/her own kingdom.  You will be joined by NPCs who will help gather the story forward and progress through all of the various zones in the game.  This part of the game ends up being really well done as you are constantly hooked in to wanting to continue to play.

One of the big contentions in this game is item shops.  Basically you can purchase crafting items, weapons, armor, mounts, flying mounts, and stats upgrades from the item shop.  So a person with a budget of $100/month has a great advantage over someone who is simply purchasing the VIP mode.  Of course anyone who is trying to play for free ought to feel silly for trying.

The cash shop exchanges convenience for time.  A person can craft every single item in the cash shop…. it just takes a lot of time to acquire enough materials to make it.  By the time you make it an upgrade might be craftable in another update.

You will get some item shop stuff for free for logging in and casually while leveling up… just so you can feel what it tastes like.

Strengths

  • Graphically Powerful
  • Unique Combat
  • Smooth Leveling

It wasn’t too long ago that browser based games basically meant Plants vs Zombies.  These were the days when Flash driven games look cheap and basic.  Today we have games like… War Tune.  It is stylistically similar to 16-bit games but has great depth and smoothing in the graphics.  It is a 2-D game we should remember, but as far as browsers go… this game looks good.  Keep in mind it’s still about 1/1000000 of Crysis.

When I say unique I don’t mean it in the normal sense, one of a kind.  I mean to say that it is counter-cultural.  Unique combat in this game is just that.  Everyone has moved away from the turn based approach.  There is one other MMORPG out there that uses a system similar to this and I’m pretty sure it closed down.  If you enjoyed stuff like Final Fantasy than you’ll probably like this combat system.  If you hated Final Fantasy… then you’ll probably hate this combat system.

I think the biggest problem I have with most MMORPGs is the total lack of hand holding.

Weaknesses

  • Pay 2 Win
  • Not Enough Depth

There is a fine line between paying to win and paying for added services.  Presumably when you are playing for a service it is to save you time, something obtainable by others over time.  However with this game the increasingly high demands to be the top make the playing field vastly unfair for people who only really want to dump a subscription fee VIP status.  Much like a lot of free to play games, if you’re not willing to dump a fortune into it… don’t expect to be #1.

There is a sort of “IF YOU KEEP PLAYING YOU GET FREE STUFF” ticker thing in the game.  The free stuff is kind of like getting the trial version of a game, just not as good as the paid experience.

I found that the strategic elements of the game did not have enough depth.  It should be possible to give your allies commands on top of your own.  However combat plays off far more boring than a normal MMO.  The glamor of 16-Bit style battles will wear off, trust me.

The resource gathering, defense and army building segments of the game also feel like they need more depth to them.  This depth may also require some shrinking.  Age of Empires Online is a perfect example of a game in which it has the proper amount of depth… every single unit has some gear.  But none of them have a tonne of gear.  Because of this it allows you more customization without making the game more complicated.  I honestly don’t feel like I own this town… and that in the end is the problem.

I don’t own anything in this game.  Even my hero was called “Hero” for the first one hour of the game.  Without this sense of ownership it was too easy for me to turn away from the game.

Concluding Thoughts

Here is one of the few browser based games that was able to captivate me and keep me playing for more than a month.  However once you get beyond the tutorial and get into the crux of the end game it ends up being very shallow and ruined by money.  The unfortunate truth is that although this game is great, it just lacks a realistic play composure that can eliminate the need for money.

As a free to play experience this game is out.  As a $100/month experience the game is alright, not great, just alright.

If you’re going to try and seriously play this as a free to play experience… make it something you do when you’re waiting for an airplane… not something you’re actually investing time into.

Review of The Secret World: 30 Quests in 3 Days

Posted in MMORPG Reviews, Reviews with tags , , on August 23, 2012 by troublmaker

Normally I would just buy an MMO and play it hardcore for a month.  But honestly I’ve been burned by Funcom twice so I felt the need to wait for a trial.

Little did I know… a trial was released very quickly to try and get more people playing.  The gimmick is that you get a three day trial.  If you play it enough to 30 quests done you get 2 free days.

Now in a normal MMO 30 quests in 3 days is pretty easy to do… but not in Funcom’s world.  The introduction to the game is about 45 minutes long.  It does not count as any quest.  Each quest is 5 to 7 parts and all parts have to be completed before you can get each quest.

Ultra Graphics in HD, mmmmm…

There are four other types of quests in the game “Main Quests”, “Side Quests”, and “Dungeon Quests.”  As far as the 30 quests thing goes only the “Story Quests” count towards the 30 quests count.  All of these other quests are repeatable every 24 hours.  You will need to do these quest lines and short quests to gain the experience to do the quests.  This adds on about another 20-30 minutes per quest needed to get the bonus.

This means you will need about 30-40 hours to  do the 30 quests.  This means a person will have to play about 8-9 hours a day to get the 30 quests done in 3 days to get their 2 free days.

Having tried to get my extra 2 days I ended up being about 3 hours short of it (weekend ended).  I went back to work and after another 10 hour session after work my time ran out.

I should also note that there are not exactly that many quests in the game anyway.  There are about 40 quests in the game total per faction.  To put that in perspective that would be about 120 normal quests in a normal game.  To make a comparison World of Warcraft has over 2800 quests per faction.

So yeah, this is not a PvE game and no one playing this should think of it as such.  The trial is a little odd considering how little PvE content is in here.  There are dungeons I’m sure, but no one is doing them.

The main problem is that there is no leveling process.  This means there isn’t really much of a funneling process for newer players.  In a game with no real levels to do there needs to be a way for newer players to get introduced to the game, questing is not the way.

Questing is what you do in a normal RPG.  There needs to be a transition from questing to doing something in a group.  I never really saw a need to make that shift.

After doing roughly half of the game, I just never saw a need to buy the game.  Funcom should have promoted what they felt was the best part of their game as opposed to trying to get you to do most of the questing content.

One of the weaknesses to MMORPGs is that they have to be an everything game.  When you have a free portion of the game it has to give a large enough portion of the game that will encourage you to buy more.  In truth the PvP should have been the focus of the demo.  If it was “complete 10 battlegrounds, 30 quests, or 5 dungeons” you might have seen people trying to get a better variety out of it.  People often will do PvP and think OMG I WANT, especially if their trial account is ranked.

I tried queuing up for a battleground but honestly since everyone was only doing quests and a few subscribers were doing dungeons I always sort of felt pigeon holed to only try out their questing content, which was lackluster.

With this I just really never did get that experience.  After doing so many zombie related quests I was simply getting sick of a zombie apocalypse.  Eventually at some point it has to move on.

But once again, this is more or less the problem of using a format designed to have levels and customization as you level, in a game without it.  Now to be fair there is a leveling system and I’ll explain that.

You level up weapons.  As you level them up you get AP which you can invest into abilities and passive abilities.  As you level you also gain SP which you can invest into a separate talent tree.  You seemingly just get them randomly and completing quests, PvP, and dungeons will grant you these.

You can also combine objects and pieces together to make glyphs which you can place into your weapons to make them better.  You will get like 1000000 of these materials so you might as well use em.  It is done through a unique system where you place ingredients in a matrix above and a catalyst item in a slot.  After combining the new item appears in a third finished product slot.

So yes, there is encouragement for doing these… it’s just not such an obvious benefit.  When you are in a typical game when you level up there are giant stars everywhere and it is like winning the lottery.  In this game the letters SP or AP appear and that’s it.

Now I will say that The Secret World has some strengths…. but they are also unfortunately weaknesses.

Great… more zombies….

One of the strengths is that you actually have to read/listen to quests and understand how to search for things.  There are not just a million things around and you have to find people and things.  It doesn’t lead you directly to it and there are very few bread crumbs.  This gives finding things quests a stronger air of difficulty.

This is however also a weakness.  When things are not so obvious to find every now and then you will find an item that is impossible to find.  I spent about 30 minutes walking around an area looking for a surveillance camera.  After a while I thought to myself… it’s probably hung up on a wall somewhere.  As I looked up, there it was.  However the game had a trash heap where I thought might be the place to search for this thing.

It was tedious and it made me not want to play the game.  Even the most obscure detective point and click adventures are not this bad.

In an attempt to innovate it seemingly does too much of the same stuff and not enough unique things.  In a market where people are moving to targeting and skillful dodging, Funcom doesn’t take the risk and do this in The Secret World.  Instead it ends up being a button mashing adventure.

Now of course this is odd because Age of Conan was designed around manual dodging and aiming, but not this game.  Funcom has always tried to make MMORPGs emphasizing that skillful hardcores will play it instead of casuals.  But it just doesn’t work out.  In this game the hardcore bit is that you have to be very aware of quests and searching.  If there is something else you have to be aware of beyond giant yellow circles… I don’t see it.

This of course doesn’t stop the usual Funcom players to be complete and utter assholes.  It is almost pointless to ask for help in chat because people simply will not help you.  Having said that if you hit the B button you have a built in browser that can install Flash and watch YouTube videos, read Wikis or get help from your local Troublmaker.

This is something that is great and bad.  The obvious great thing is you can immediately look for help on anything.  The bad is that it isn’t controlled enough.  Funcom should have made their own Wiki and gave people room to improve on it and add in changes.  Instead you just get a Google browser as the default.  It didn’t help that there is no real controls on it so a person can use this browser to look at 4Chan, Porn, or CollegeHumor.Com.

I do like that they at least tried to integrate stuff into their game, next up I wish they’d put in an MP3 player for those of us that hate game music, thanks Funcom!

The graphics of the game are seemingly too good.  I say this with a pretty top end machine and having had my machine crash and burn many times.  The video card overheated three times on Ultra and the game crashed to desktop 5 times on High.  The game simply does not have vertical sync which allows frames control so you don’t have crazy spikes in graphics caused by the persistent environment.

I’ll also note that the game isn’t a world.  It is entirely instanced and the world has tones of invisible walls you cannot get past.  Yes, disappointing I know. I was swimming along the sea trying to run away from enemies… and then I just stood in place to die.

In the end Funcom is right.  In an interview with MMORPG.COM talking about Age of Conan Unchained , Craig Morrison of Funcom said “we realized you have to give people most of the game for free and then offer passes to the smallest portion of the content for it to work.”

The same is true with this trial.  If I had unrestricted access to the game, I might have bought it.  Instead I found myself being denied from entering dungeons and never being able to get into a PvP encounter.  I find myself running around the world trying to figure things out on my own and looking to an already existing item’s shop wondering if there is anything inside that might help.

The Secret World is a beautiful game designed for people with a lot of patience and a lot of time.  It is however (from the trial) not worth a subscription and seriously needs to consider making it free to play after purchase.  There are a lot of cool little things about this game that makes it different, but not enough to pay $200/year.

Note this negative review is done with minimal amounts of team play, no PvP, no dungeons, no raids, and no end game content what so ever.  However if a game feels bad as a leveling experience, it’s probably not that great at anything else.

Review: GodsWar Online

Posted in MMORPG Reviews, Reviews with tags on February 9, 2012 by troublmaker

You can view my full playthrough of this game through my Youtube playlist.

The game launched as a beta game with the catch phrase “Download in 5 minutes, leveling is a snap.”

I am giving this game a negative review in which I am not recommending this for anyone to play.  There is a sense that since this game is still in beta it should be given special attention.  However it is not the features that are in beta that make it a problem… it is the core gameplay of the game.

I have played many top-down isometric games.  In fact most of the MUDs and MMOs that I played were like this.  I even played RO DS at work with some friends.  That’s not the problem.

The problem is the game is not fun.

About GodsWar Online

GodsWar gives us the ultimate battle, Sparta vs Athens.

Wait what?

Huh?

Many people will know the great feuds of the early eras as Sparta and Xerxes (as the 300) and Athens and Persia (as in Troy).

During the development of the Greek Empire Athens grew as a power that allied itself with the North while Sparta became a military power that would conquer the South.  Enlightenment vs tyrany.  Of course if you know history you would know that Alexander the Great would unite all tribes and conquer the world.

The game features two different god sets for Athens and Sparta hence the GodsWar.

The factions are non-distinct.  The two factions have access to the exact same four classes, Mage, Ranger, Warrior, and Priest.  The roles these classes play are specific to a raid environment.  So the priest is a healer, no questions asked.  The mage and ranger are DPS dealers.  The warrior is a tank.

The game wins on its accessibility.  The game can be downloaded in under 5 minutes or played in a browser via Facebook.  Because of this someone can download and install this game in no time to try it out.

Strengths

  • Easy and fast download
  • Low time commitment
  • Can be played in a browser/Facebook
What the game does really well is accessibility.  Because of the lower graphics in the game you can pretty much play this game whenever you want.  It is currently available on Facebook and unique to this game the computer client links up with the browser client.  This makes it a very powerful browser game but a very weak computer game.
The game does not involve a particularly high commitment.  This makes it do very well at what it is designed for, the casual gamer base.
The game offers a point and click style of play that will work very well for the isometric game play.  The game involves a simple Everquest UI with the ability to easily keybind abilities.

Weaknesses

  • Weak graphics
  • Mass botting of quests
  • Lacking interesting content
Unfortunately the graphics for this game are extremely dated.  For anyone with a PC it will run and that is great but it could have done a little better to work.  The graphical power is about 1/10 of World of Warcraft, which is renowned for working on almost any machine out there.
It is IGG’s first attempt at an MMO and it is done with a very small and weak staff.  This doesn’t get my sympathy.  In fact it might get my scorn.  Potentially they have too many games to deal with and not enough developers to work with a single title.
The game features a built in leveling bot.  This can also act as a PvP bot and a farming bot as it can PvP and it can pick up drops (if you purchase item shop items).  This takes a tonne out of the game.  This is a behavior every single MMO out there punishes people there.  This is a behavior this game actively promotes.
I have no particular problem with an AFK system that will enhance your combat performance.  There are many games with something like this.  However this one is designed to just leave the computer and come back needing no interference at all.
The game does not feature a lot of interesting content.  This may be the killer for it.  As it is developed it may get better and it may attract it’s own audience.  But right now I find it hard to believe this game even has a Facebook audience.
But I know it does.  I saw people all the time always making characters and always AFKing around.
The problem with the interesting content is that the quest types can feature two kinds: Go To and Kill.
A Go To quest is as it sounds, you go somewhere.  Once you have gone there you will find a new quest giver.  This would not be too found if it was a hide and seek type scenario but instead you just click on a yellow word and you are automatically moved there.
A kill quest is one where you kill X number of enemies.  You can do this by turning on the AFK mode.
This essentially makes the only two things to do in this game.. which is very boring…
The game developers have released a single dungeon (HIZAH!) but it is only available at Level 60 (DOH!).  This means between 1 and Level 60 you have nothing to do.
Even Farmville constantly gives you something to do.
Because of that the leveling experience is just filler designed to make you put in those extra hours as opposed to actually enjoying it.

Concluding Thoughts

As an MMO it is in a very youthful stage.  The developers are new and independent.  Most big free to play titles are owned by multi-million or multi-billion dollar companies.  This is an MMO that is built by Bob and Ernie, those guys you know next door.  It is a game they are building as they go.  These guys might be just out of a college game design program.

None of these aspects should make you feel sympathetic to them, but it will give you an idea of why the game is so poor. The game will need a lot more development time and is honestly not even ready for a beta release.  I cannot imagine anyone will enjoy this game.

A lot like many Facebook games people will just play it for something to do.  I’m sure this will give this game a steady stream or revenue, but will not get a recommendation from me.

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