Misfortune Mordren

Boring Post Material

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This morning I am struggling a bit to remain conscious.  Neither myself nor my wife managed to get much sleep last night, because in our partially finished state…  the rain kept dripping off a metal plate just outside our window.  Which meant either try and sleep through this loud irregular dripping pattern, or sleep with the television loud enough to hopefully drown out the noise.  We did the later which means we never really slept that deeply, kinda like we do when there is a tornado warning and we end up with the weather blaring all night hoping we would wake up if we needed to take shelter.  As a result I am struggling a bit when it comes to stringing together thoughts into a sentence.  This is absolutely the sort of day that I would just say screw it and not blog…  but after several years of this madness I don’t really want to break the chain.  That’s the funny thing about doing the daily blogging thing… is after a point you really don’t want to do something to break the pattern of posts.  It is like the pattern itself becomes the important thing and not so much what I am writing about.

This weekend also was one where I did a surprisingly small amount of gaming.  We recorded the latest episode of AggroChat on Friday night this week, and during that I piddled around in Fallout 4.  Then as usual I stayed up way the hell too late wrapping up some minor details on the podcast.  Then Saturday we had the very first of our family “Christmas” activities, I say it in quotes because it is technically a dual purpose Thanksgiving and Christmas that we have with my wife’s dad and step mom.  They are snow birds and spend the winter in warmer climates… so for the last decade or so we have had this dual holiday day around Thanksgiving.  Thing is they keep pushing it up so they can get down South “before it gets cold”, and admittedly they have a really nice place down there so I don’t blame them.  It just ends up making for a strange holiday get together… when I am absolutely not even in Thanksgiving mode yet.  When I got home from that… I had every intent of taking a nap, but instead the contractors were banging on the wall of the bedroom which would have made sleep impossible.

As a result I pretty much sleep walked through the day until we went to bed that evening relatively early.  This is the point at which we realized that the drip was a thing… which woke us up about 4 am Sunday morning.  My wife just stayed up, and I attempted to sleep through it…  which I am guessing I eventually succeeded because it didn’t wake me up again until around 7:30.  Over the last several years we have pretty much ignored we had a back yard.  The siding had gotten bad and honestly everything back there was just overwhelming in that it all needed attention.  With the bedroom door thing leading out there, my wife has become determined to fix the problems back there and reclaim it as usable space.  Since we had a dumpster thanks to the construction folks…  she was damned determined to use that to take care of some stuff.  We had a few hour break in the rain, so my wife and I were trudging through the muddy back yard picking up things and carrying them to the dumpster.  I am surprisingly sore from this, even though all I really did was act as the person moving stuff from the backyard to the dumpster, and she did a lot of the brute force gathering stuff into piles for me to move.

Star Wars Pen and Paper

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The highlight of yesterday has to be our Star Wars pen and paper game.  The AggroChat crew and a few friends have been doing a fantasy flights Star Wars system game through Roll 20.  The way that game integrates with Roll 20 is amazing, and quite literally if you fill out your character sheet correctly all you have to do is push a single button when you want to do an attack.  I am assuming there is a lot more going on behind the scenes that Tam is doing to run the game, but for the most part… this is the best possible remote pen and paper experience.  Essentially we are a group of force users during the A New Hope era, with one significant monkey wrench thrown in.  My character is the one that does not fit…  I am not a nice person…  I never claimed to be.  My character has pretty much spent his entire life working as a Bodyguard/Hired Gun/Enforcer for one Hutt cartel after another.  The problem is… I get these “bad feelings” and often times my employers don’t heed my warnings and end up dead.  As a result I’ve developed this persona in the underworld of “Misfortune Mordren”, and it has been interesting to see how that is working out.

I built this persona because I thought it would be interesting to play… but apparently I am some sort of underworld bogeyman.  We had an instance yesterday where our craft was about to get boarded by some pirates, and the mere mention of my name…. and some really high deception rolls on the part of Kodra…  caused them to back off because they wanted absolutely nothing to do with me.  Apparently I am considered to be so “Bad Luck” that even after interdicting our ship…  it was not worth their time to try and take us on.  Then again there is a whole other side to this tale, because I am racking up quite the body count.  While I am playing a character from Edge of the Empire, we decided to make things easier and put me on the Force and Destiny conflict system.  I feel like I am not understanding this system… because every time I take conflict I cheer out loud.  Much to the horror of my otherwise party of “goody two shoes” that are trying desperately to avoid the Dark Side.  We walked into a gang base yesterday, and I opened fire before they had time to even speak.  To my defense though… I figure if you are in a gang on Nar Shadda you have made some poor life choices anyways.  Also to my defense Kodra did ask me to create a diversion…  so yeah I was just doing that.

Essentially I am becoming somewhat of the conflict sponge for my party, and I am perfectly fine in that role.  The thing is… I never said I wanted to be a light side character… and additionally I never said I was a “good guy”.  My character has spent his entire life living in Hutt territory, and in truth I am turning over a new leaf.  As a Hutt enforcer I would have been expected to torture every single one of these people I took down… just for good measure, because that is what Hutts do.  I have yet to feed a single one of them to some bizarre creature we are keeping in a pit to entertain the boss.  So simply taking them out cleaning… is a bit of a mercy from what I have been used to.  It is going to be interesting to see how my character and the rest of the party play out… as they so carefully use their stun settings…  and mine has dust on it because it has never been used once.  The game usually runs for several hours… and by the time it wraps up I just have enough time to grabs some food and head downstairs for my Sunday evening television time… including Walking Dead, Talking Dead… and now maybe Into the Badlands.  I watched the first episode last night and I have to say so far I am digging it heavily.

 

 

The Secret World Impressions

[update]  The beta weekend continues Friday 5/18.

TSW_LogoScreenAt this point I have spent about 6 hours in total running around in Funcom’s latest MMO, The Secret World.  Up to this point I hadn’t really fully decided if I liked the game or not.  From what I am seeing floating around, seems like most people are having similar mixed emotions.  The game is an odd mixture of really good elements, and horrifically bad elements.  Up to now I wasn’t quite sure if the good were good enough to make me ignore the bad.

The Ugly and Awkward

TSW_Cutscene_stifflegsThe Secret World focuses heavily on the story of this dark setting.  The problem is, the cut scenes and voice acting that make up the otherwise well written story are tragically bad.  The motion of the characters are rigid and mannequin-like as then bend in impossibly puppet like directions.  The voice acting varies greatly between extremely well done, to tragically confused accents.

The saddest part about this is that the dialog is actually extremely well written.  The characters are interesting enough to make you take note of them and remember their names.  They weave a story of a world gone wrong.  Instead of giving it to you in a sea of quest text that you likely wont ever read, you have to draw it out of the characters a line at a time.  In traditional roleplaying game fashion, each question has multiple answers, and talking to the NPC yields different results each time.  When you have heard all the possible results, a green check mark shows up at the end of the prompt.

TSW_CutscenesStiffWristSo the game world is intricate and engaging, but you are forced to sit through a sequence of awkward cut scenes and often times lousy voice overs to get to the meat of the game.  In SWTOR you could skip through the voice over, and still be able to read the text by hitting the spacebar.  Unfortunately right now there is no option like this, and you are forced to make a decision between sitting patiently through the rough movies, or skipping them entirely with the escape key and having no clue what is actually going on.

TSW_CutsceneTaxiThe biggest detractor the game has right now is the fact that in order to get into any action at all, I had to sit through literally 45 minutes of cut scenes and fed ex quests in London before I could actually go do anything interesting.  I’ve heard this intro was unique to the beta weekend, and I really hope they either greatly reduce it, or remove it entirely.  Once you get to Kingsmouth the game becomes fun and interesting, but up to that point you feel like you are having to suffer through a mile of bad road.

The Really Good

TSW_DinerThe atmosphere of the game is amazing.  When you land in Kingsmouth you are surrounding by a town besieged by zombies and other things that go bump in the night.  Little gatherings of survivors fight to stay alive in the midst of the ravenous hordes.  The game feels like a really good World of Darkness gaming session.  I was expecting to need to roll 7d10 for Initiative at any moment.  It has been years since a game made me physically jump, and as I wandered around the small town, I jumped several times as a zombie horde rushed out of hiding at me.

TSW_MuseumThe game is pretty much standard role playing game fare, talk to NPCs, get a quest and them complete it by following on screen guidance.  Where the game differs greatly however is the fact that your standard MMO trope of batching up a bunch of quests simply does not work here.  The system really is designed for you to focus on a single quest, and then follow it through to its logical conclusion.  When you pick up additional quests they go into a 6 quest queue, but only one can be actively worked on at a given time.

TSW_QuestNoteI actually found myself taking notes as I played, trying to remember where I had seen quest objects in the world to interact with and accept the quest after I finished the one I was on.  I found a severed arm, a damaged pda, a suspicious body, forgotten mail, all beckoning me to figure out what exactly was up with each.  Over the hours of play, I have been working my way through a laundry list of objectives I found both from various NPCs and out in the “wild”.

Level-less system still has levels

TSW_AbilityWheelI went into the beta assuming this would be the case, but there is no such thing as a level-less system.  While there is no magical number that appears on your character, there is a mechanism in place that determines how well you perform verses the various mobs.  I have not entirely reasoned out how it works, but it seems as you gain more Skill Points and Anima Points you gain additional hit points.  So essentially, the number of points you have accumulated roughly equates to your level.

TSW_SkillWindowMonsters in the world have a “con”, just like they do in any other game.  White mobs are roughly equivalent to your own level, and Yellow are much harder.  I’ve heard there are other colors that denote different relations, but to this point I have not encountered them.  Normal mobs are marked with a dot, if you see more than one icon on their nameplate, it means they come as part of a group.  I’ve run into several mobs that are marked with a flag, and they seem to be some form of a mini-boss classification.

Atmosphere: Dice Included

TSW_InventorySo essentially you have all the same characteristics of a traditional mmo, they are just wrapped in a more pen and paper dynamic.  Honestly the entire game feels like it came from one of my late night Werewolf: The Apocalypse sessions, tracking down the taint of the Wyrm.  One of the first equipable items I got as a drop, were Dice.  I can see several different games here.  Parts of it feel like Matrix Online, other parts like Grand Theft Auto 3, and even others like the early PSX Survival Horror titles.

TSW_DefendBarricadeAs I walk down the foggy streets near the shore, I had multiple flashbacks to playing Silent Hill.  Honestly so far I have yet to see any reason why this game has to be an MMO at all.  The atmosphere is great, I love the town, the abandoned cars, and the crude fortifications the survivors have thrown up.  One of the early quests I did involved helping the Sherriff defend the barricades against hordes of oncoming zombies.  Each time a new wave would spawn in the distance, a “tornado” siren would start up warning against their arrival.

Forgettable Combat

TheSecretWorldDX11 2012-05-12 21-42-25-13At the beginning of this post, I mentioned that I had withheld my opinion on whether or not I was able to look past the bad and see the good.  As I have played the game more, around hour three, it started growing on me.  I can see the potential I guess.  The game is still very rough, there are a good number of awkward and confused things about it, but there is also a good deal of raw intricacy there.  Part of the reason why I love Everquest 2 so much, is because the game exudes depth, and even in one small coastal town I can see depth to spare.

TSW_ZombieCombatThere are going to be several folks that will be turned off as a whole by the game.  I’m nearing the end of at least one of the skill trees, and to this point combat is still wholesale forgettable.  I went with a blades build, that overall feels much like the Katana Scrapper in City of Heroes.  So far however, it seems like my PBAOE resource builder attack, is somewhat of an I-Win button.  I can run into a pack of zombies and just brainlessly spam it until I win a prize.

TSW_BigBaddieWhen I face bigger baddies, I have to use more or two other attacks, but overall the combat is pretty mindless.  So long as I am careful with what I attack, and watch out for drawn areas on the ground to avoid, I can pretty much defeat anything without much issue.  That isn’t to say that I have not taken more than my fair share of deaths.  Before I had the basics of the “con” system explained to me, I was trying to take down mini bosses and much higher level monsters that I could realistically handle.  The big problem is, nowhere during the tutorial does it ever explain how you should actually play the game.

The Rundown

TSW_GodBlessTheInternetSo far I really like what I see.  I like the look and feel of the world.  Unfortunately the game has a long way to go before it will be ready for the bulk of the MMO market.  By the large number of negative reviews I have already seen this weekend, the game is just accessible enough for most people.  Personally I am looking for games more like EQ2, and less like WoW/Rift/SWTOR.  So all the extra fluff this game has, really appeals to me, and I can look past some of the akward combat and cutscenes for the time being.

TSW_RoofWhat has me most concerned is the fact that this game is supposedly shipping in roughly a months time.  Based on the multiple alphas and betas I have participated in over the years, I see multiple months worth of solid work here.  If this title launches as it is, I am afraid it will fail to find a stable market.  I know now that I will likely play it when it launches, but I will also be playing EQ2, GW2, and probably others.  The game has to be a bit more polished than it is now if it hopes to win even my full attention.

TSW_Combat_MinibossI am looking forward to spending more time working through Kingsmouth.  I hope by the next beta, we see a good amount of polish applied.  I am really hoping that they can poke and prod and tweak everything to make the overall experience better.  They’ve nailed the atmosphere, and they have some really good writing, the delivery just gets lost in all the lousy animation.  Hopefully they will work on all of this, because I see a game that will be really fun if they do.

TSW_ArgarthaUltimately the final challenge will be in pumping out the content.  SWTOR was a fun theme park ride, but after riding the roller coaster to completion three times, I just don’t care to ride it any more.  The storytelling, voice, and cinematics were an amazing tour de force.  When the story is over however, there just was nothing left I cared to do.  The Secret World will have to find a way to avoid the same trap WoW, Rift and SWTOR didn’t.  The end game has to be something other than raiding, pvp and dailies.  Here is to hoping they find a way to make the game stay relevant once you reach the ultimate cap.