Advanced Spellcraft

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I’ve talked about quite a few things that I experienced at Pax South, and this mornings post is going to do some more of the same.  I feel like this year more than others I walked away with a treasure trove of things I wanted to talk about.  I guess in theory it is because I approached the convention significantly differently than I have in past years.  In the past I largely only stood in line to play the games that immediately seemed to be in my wheelhouse, and as a result I am sure I robbed myself of a whole slew of interesting things.  The game I want to talk about this morning is a prime example of not being able to rely on our instincts and tastes.  If you have read my blog for any length of time you will know that I do not handle “finger wigglers” that well… or to clarify my own personal slang…  spell casters.  So when I walked past a booth demonstrating a game where the main character is slinging spells left and right, my first instinct is to keep moving.  However as a group we stopped and listened to the intricate tale that CEO Louis-Félix Cauchon had to weave.  Admittedly what make this game so interesting is just how detailed the spell system is.  We got to watch a twenty minute demo covering nothing but how the spell system works, before even getting into the awesome pedigree of the storytelling.

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Functionally your character has four spells, which in itself doesn’t seem like a lot.  However each spell can be modified with what I have been generically calling “mutators” to change the way it responds.  So you might have a spell that at face value is a small point blank spark, however by equipping a a behavior you can make it fire out like a fireball…  or by equipping an augment you can make it veer to the right after firing it.  If you suddenly decide that you don’t want to throw fireballs… but instead iceballs, you can simply go in and change the base element of the attack.  Over the course of this demo of the system we got to see personal shields turn into charge attacks, and glorious cascades of rock from the ceiling in place of a traditional blizzard spell.  Now you might ask yourself why on each you would need this level of detail for a spell system apart from the simple “wouldn’t it be cool” aspect.  Functionally the magic not only serves as a weapon, but also as a complex puzzle system.  So there might be switches that you cannot reach unless you modify your fireball to arc in a certain way in order to hit the trigger.  The spellbook also allows you to save off several different configurations of a spell, and in the final version you will be able to give them unique names allowing you to quickly recognize which version of a given spell is your avalanche and which is your frost barrier.  The only immediate limit to building insane combination spells is your imagination, and of course your mana bar.  Each trait that you give a spell increases its cost, and while it was described that this matters less and less as you go through the game… it does limit your early tinkering.  Additionally as you play through the game you find modifiers along the way, meaning your palette of abilities starts small and grows as you progress.

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Up to this point we have literally just talked about the technical spell casting system, which in itself is a pretty amazing game.  On top of this however they have added what is sure to be a pretty great story.  Ed Greenwood of Forgotten Realms fame has penned the story for this game about epic spellcasters, which only makes sense given that he gave us the character of Elminster.  Functionally I heard the game described as Harry Potter meets Zelda and that seems fitting, with a huge alteration in that there seems to be a lot more physical puzzle solving with your spells.  I find it so bizarre though that I am looking forward to the release of a game about magic users, and that includes absolutely zero armor clad characters for me to bash baddies in the head with.  At face value this game is traditionally far out of my wheelhouse, but it was also quite possibly the freshest feeling game concept I saw on the Pax floor.  We’ve done so much for martial combat and making it feel interesting and nuanced, but have done so little to bring that same level of nuance to weaving complex spells.  Most games give us the option of push button throw fireball, or push button create bubble…  but this is the first that I have seen that lets you take that bubble and then project it outwards or trigger another spell after the bubble casts.  I have this feeling that in many ways it will have an almost metroidvania feel in that each time you unlock a new ability to give you spells it is also going to open up new ways to solve puzzles and allow you to move deeper into the content.

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The game right now is targetted for PC, Playstation 4 and Xbox One and does not have a firm launch date… but we heard March or April mentioned which I largely translated into a “Spring” launch window that might be plus or minus a month.  They are doing something extremely interesting to get us into the world ahead of the launch by releasing a comic that updates Tuesdays and  Thursdays and explains the world and setting.  I love it when I experience a game like this, not necessarily because “woo spellcasters” or anything of the sort, but because this is clearly the love child of a bunch of folks who care deeply about it.  Talking to Louis-Félix Cauchon within second it was clear to see just how passionate he was about this game, and the work and imagination that went into creating it.  That in truth is what makes the convention experience special.  You get to meet the creators face to face and see just how much they love what they are doing.  In many ways it feels like Pax South recharges the spark inside of me each year, and gives me fuel to keep going throughout the year.  We spend so much time on the negatives, the little details that bother us about this game or that.  However seeing a game like Mages of Mystralia shows me instantly that there very much still is magic out there…  pun only slightly intended.  I would definitely add this to your watch list and check it out when it ultimately releases.  I find it so bizarre that of all of the games I have experienced, this one ranks insanely high on the list of “wish I had early access” titles, if for no reason other than to play with the spell crafting system.  This is the first release from Borealys Games, but if they can pour this much passion into every project they are going to be a studio we see lots of amazing things from in the future.

Late to the Dance

Yesterday for whatever reason was extremely rough.  I felt like I spent the entire day sleep walking, so when I finally got off work I came home and took a nap.  Naps are such glorious things at times, I wish I had known that back as a child when I tried to actively evade them.  When I got up I cooked dinner and while still extremely groggy settled in for a bit.

Elite Ready

One of the things I have been attempting to accomplish over my lunch time gaming break is to finish all of the Ashora and Steppes daily quests in Rift.  Usually I manage to chew through Ashora, but rarely do I make a significant dent in Steppes.  However yesterday for whatever reason I seemed to be able to do both without much issue.  This put me fairly high on the daily infinity stone count, and creeping close to that piece of gear that would tip me over 300 hit. 

After all was said and done, I was sitting at 2 stones away from the gauntlets.  Last night I went back out to the Steppes and wandered down along the coastline.  I knew I had left a carnage quest partially finished down there, and as a result I pushed through those last few stones rather quickly.  Still feeling pretty worn out, I decided to go ahead and port back to Tempest Bay and purchase my upgrade.  While I knew I did not have the juice to do any random elites last night, I at least was Elite ready for the grouping tonight.

Late to the Dance

Since redoing the loft I have found myself playing around on my PlayStation 3 a good deal more.  Quite honestly, the loss of my gaming loft as viable space pretty much marks the end of me regularly playing console games.  I simply did not have a TV that was dedicated to gaming, and I never wanted to monopolize the tv downstairs in case my wife wanted to watch something.  So as a result I have essentially been a non-console gamer during this current generation of systems.

As a way to catch up, I went ahead and signed up for a years subscription to PlayStation Plus, as this gives me around a dozen games immediately to play around with.  Namely there were a bunch of titles that I had wanted, but never really had picked or played… namely Sleeping Dogs, Darksiders, The Cave, Ratchet and Clank All 4 One, and Little Big Planet 2.  Since they release new titles for free over the network on a regular basis, I figured it would be an excellent way to passively acquire titles.

Darksiders

I knew this game would be right down my alley, but for whatever reason over the years since its release I have never actually played it.  Big dude, in bigger armor, carrying an even bigger sword really is my ideal game archetype… and this game does not disappoint.  Everything controls extremely well, and it feels a lot like a modern golden axe at times.  I had heard this in the past compared to Legend of Zelda, and I can kind of see the similarities but to me it feels more in line with the old school final fight style fighting games.  I played this for quite awhile last night before my ADD kicked in, but I am sure I will be devoting many hours to running around as a badass horseman of the apocalypse.

Ratchet and Clank: All 4 One

Since I was pretty tired still, my gaming wanderlust was in full effect… also I had a whole stack of games I was wanting to try.  The next on the list was Ratchet and Clank: All 4 One.  I remember being a big fan of the Ratchet and Clank games on the PS2, so this was pretty much a no brainer for me to try out.  I went into it knowing that this was basically a streamlined experience designed to be played with four players.  I was okay with this, and while the world was not nearly as intricate as the ones I was used to from the PS2, it still retained all of the enjoyment of the earlier titles. 

My only takeaway is that the game seemed really easy with Ratchet and Clank as an AI controlled bot.  Clank seemed to always be targeting and taking out the mob types that were difficult for me to get with my wrench.  All of the controls were essentially the same as before, so I regained my ability to play the game rather quickly.  I did not play terribly far but I thought the “driving a space taxi” sequence was extremely fun, with me steering by moving to one side of the taxi platform or another.  Should be a great game to return to and give it more time.

The Cave

The last game I went on a tour of last night was The Cave, and I did so on a very cursory level.  I fired it up, and selected a team of the Knight, the Monk, and the Twins.  Each character feels extremely interesting and has some special ability… that I have yet to really figure out what it is for.  Right now the game seems like it is going to be a puzzle and exploration game.  Essentially you have three characters to control, and various puzzles will require one or more characters to solve.  It has the interesting and humorous writing that is trademark of Double Fine games, so given the time I am sure I will get into it.  Having not played it terribly long, all I can really say is that the world is gorgeous and full of interesting visuals.

Crashing

At this point I was past going, so I decided I needed to head to bed.  I still have Sleeping Dogs downloading as well as a couple others.  Having access to a fresh font of games will definitely make the ps3 feel more useful.  Also having access to a place to set it up, on a dedicated tv… with a comfy love seat to sit on will make it that more likely to get used on a regular basis.  It was absolutely glorious sitting up there with a fan on me happily playing away in our newly renovated loft.  I am going to have to try and resurrect my long red-ringed xbox 360 and get started back playing those games as well.

I have a ton of things to deal with, and today is trash day… so I bid you all goodbye.  I hope you have a great day, and that you survive the rest of the week.  I will be heading downstairs myself to take out the trash, and try and deal with the front door that appears to not be wanting to lock.  It is always something…