Wolcen Alpha Thoughts

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This weekend was a largely chill en devour that focused on lots of gaming while either upstairs in my warm warm office, or downstairs snuggled into a blanket on the sofa. It was my original intent to spend lots of time hunting monsters with friends, and I did in fact manage that for a bit Sunday afternoon. I also managed another goal which was to craft the Horizon Zero Dawn set of Palico gear which Kenzie is currently wearing. It admittedly feels a little weird at times to talk about Kenzie in game versus Kenzie the real life cat, but I still feel like if you didn’t name your Palico friend after an actual cat you are a monster. The other big happening of the weekend is that I dove head first into a game that I had been wanting to try for a bit.

Wolcen Lords of Mayhem is an Action Roleplaying Game that draws its inspiration from Diablo 2, Path of Exile and to some extent Diablo 3.  It’s funny how a genre that largely spawned from a single came can branch and wind up fairly divisive.  There is an entire community that feels like Diablo 2 was the ideal version of the game, another that feels like Path of Exile is the true successor to the throne…  and a whole other group of people that care nothing about that noise and happily play Diablo 3.  Wolcen is this weird amalgam in which I can see some of the best traits of each of those camps, as well as pulling in some other games in the genre like Titans Quest and its eventual successor Grim Dawn.  Essentially it is a good start at trying to build a brand new modern ARPG.

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The game itself is completely gorgeous, which admittedly was the first thing that I noticed about it.  I stumbled onto this game when D3 community YouTuber Rhykker did a video talking about it.  I have been trying very hard to avoid playing alpha/beta/early access games because they tend to sour my impression and excitement when the final product is released.  However when I saw the game play I promptly threw that rule out the window and slammed my $19.95 on the table to join the testing.  Firstly please note the game is very much an alpha build and in my short time playing it I have encountered all sorts of bugs including being hit by a monster a few times and having it teleport me back to base without actually dying.

This is absolutely a buyer beware sort of experience, but for me at least I felt like I wanted to help fund the games development because they have some pretty big plans.  They are even brave enough to post their long term roadmap in the form of a Trello board for the backers to look at and comment on.  Similarly there is a community Discord available as well so folks can leave bug reports, comment on game play and leave feature requests.  The little bit of time I have spent roaming around the chat channels have made me realize that the game already has a super devoted following.  As far as the lineage of this game goes… it is my understanding that it originally started out as a mod for the game Crysis designed to allow folks to create an ARPG on the CryEngine.  From there it turned into a Kickstarter project called Umbra, and then at some point the name shifted to Wolcen which I find insanely awkward to pronounce.

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What makes the game extremely interesting to me is the fact that there are no classes.  You start as either a Male or a Female character with pretty robust sliders and character creation options.  From there your character becomes whatever you want it to be in the form that everything is treated like a spell…  be it a melee attack or an orb of lighting being hurled at the target.  How you begin to spec out your character determines how effective you are going to be in your goals.  Not surprisingly I have largely focused on melee with a sword and shield build designed to get in… dish out a bunch of damage then use the games active dodge system represented by the green pips above the skill bar to get out safely.

Admittedly it does not always work because the monsters in this game hit super hard and involve a lot of movement to be able to take them down successfully.  I spent some time streaming Sunday morning and died over and over to all sorts of silly situations, and with no difficulty slider currently…  it could get frustrating if you are not willing to keep throwing your face against this game.  As far as speccing your character you are given a combination of the traditional stat based system that allows you to allocate points each level into the core areas that you want to be improving.  On top of that each individual skill has its own tree of sorts that largely involves you choosing one of two options…  with one focused on efficiency and another focused on either dealing more damage or increasing the effect of your attacks.

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Lastly you have the “Gate of Fates” or what I tend to call it the Sphere Grid, which is a sequence of thematic choices you make as a character in how you want to build it out.  Now when I said there were no classes in this game… in theory that is probably a lie because you could think of the skill trees presented on this grid as classes.  On the inner ring you have Arcanist, Guardian, Legionary, Thief and Hunter.  On the second ring you have Elementalist, Warden, Maleficent, Gladiator and Trickster.  Then on the third ring they have a single tree so far called Assassin, but I fully expect that their goal is to keep expanding outwards.  What makes this interesting is there is an NPC in town that allows you to rotate the rings connecting up any first tier tree to any second tier tree.  So as a result right now my Legionary tree is rotated to meet up with Gladiator and in theory your “Class” becomes the combination of which trees you choose to mash together.

Admittedly it was in the sphere grid that Path of Exile largely lost me as a player because it kept expanding…  and keep seeming more and more like nonsense.  However with Wolcen it feels more manageable because essentially I am making one of five choices… each time I move outwards on the grid and can feel pretty happy to just stay within those lines.  There are a lot of things not messaged well in the game… including this sphere grid.  So for example I did not realize I could rotate it until I had already started putting some points into Guardian.  That said it doesn’t necessarily feel like those points were wasted either because I am getting the blended effect of both trees at the same time.  I would imagine late in the game you would have more than one tree fleshed out on each of the rings…  and as such keep tweaking the subtle nuance of your character design.

Essentially I broke my no alphas rule… because I really want to see this game come to fruition.  What is there right now… has an awful lot of potential and I can see how it could be turned into serious competition for the Diablo 4 throne.  I will always love Diablo and the action rpgs that have spawned out of it.  I’ve spent many an hour playing games like Titans Quest or even the MMO variants like Devilian.  Already Wolcen has managed to capture the essence of what makes a Diablo style game good… all the while taking this raw material and blending it into something fresh feeling.  They are taking the genre into an interesting direction that combines the accessibility of Diablo 3 with the madness of Path of Exile to produce something that I think will have staying power.  I fully expect that this is going to be one of those games that I keep popping back into as new features are added.  I am sure it is still a few years away from exiting early access, but the product that is there already feels good to play.  If you are so inclined and are willing to deal with a slightly buggy product… I highly suggest checking it out.

Fall of Gigantic

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This morning I want to take a little bit to talk about a game that I used to have a lot of faith in…  that just announced they were closing down the servers this coming July.  This game was originally announced at Pax Prime 2014 and I first got my hands on it during my very first Pax…  the inaugural Pax South 2015.  To say they were the belle of the ball was an understatement… they had the biggest booth and also had really awesome media and tournament suites upstairs.  On the floor of the convention they had computers set up to have constant running multiplayer battles and in order to make this all work… had called in this legion of devoted fans to help ease the new players into the experience.  I managed to get in to the press suite on the first day and was completely blown away with the game that I had seen.

You have to understand this was pre-Overwatch even being announced, let alone releasing and taking the world by the storm.  This was also pre-Paladins being a thing…  so the only experience similar was Smite which was a fairly faithful port of the MOBA genre to a more player point of view experience rather than the traditional top down isometric.  The biggest challenge out of the gate was what to call the game…  we largely referred to it as a MOBA but even then… it didn’t quite conform to that concept.  The characters were really the part that stood out because they were vibrant and animated extremely well…  you had some that played like a traditional shooter and others like The Margrave pictured above that felt very much like an MMO tank.

It felt extremely fresh and when I left Pax I was super excited to the game launch.  They had their press game on point giving out these really cool thumb drives that were super detailed vinyl/plastic versions of the games logo…  that then had an executable you could run that would connect out to their ftp server and grab whatever were the freshest media assets available.

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On Day two I managed to sneak everyone that was attending from AggroChat into the press suite again to do battle against other folks attending the media demo.  The above image wound up on the Motiga twitter account and I am super grateful someone took a picture of us playing.  Side note… we completely trounced Angry Joe and his entourage, in part because we had devs and community folks constantly trying to help us ease into playing the characters.  Basically I went away from Pax South 2015 singing the praises of this game and was super pumped when I got my email a few weeks later getting into the alpha/beta program.

The excitement sorta died off however once we started actually playing the Beta client due to the lack of reasonable matchmaking.  What seemed so damned polished at the show… was a carefully cultivated image.  The actual experience was anything but, and largely focused on logging into the beta voice server and convincing people to group up with you…  then dropping to a  private channel and trying to join on each other and queue as a complete group.  That said I did this a few times and Lonrem helped ease me into this community a bit, but it felt like too much hassle for me at this point when I am not really even a big player of this sort of genre.  My stance had been that I would come back when things were a bit more polished and I could queue on my own without need of the very manual matchmaking.

In November of 2014 the oxygen started being drained out of the room… when Blizzard announced Overwatch.  While these were not exactly the same…  they were definitely similar enough feeling to be serious competition.  I told myself that all Motiga needed to do was get to the market first… and develop an initial foothold.  The experience was interesting enough to keep people engaged if they could just launch.  In February of 2016…  Motiga went through a massive round of layoffs and this is really the first signs that maybe the future wasn’t nearly as bright as we might have hoped.  They did a deal with the devil at this point… securing additional funding from Microsoft in a trade for console and windows 10 exclusivity…  forcing them down a path of the Windows Store instead of something more mainstream and actually used by gamers…  Steam.  This also cut them off from being able to do some sort of Steam early release program that has been effective for a lot of games as they worked out the kinks getting them to market.

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I kept expecting to hear an announcement that Gigantic was going to be releasing… especially with the support from Microsoft to help them get across the finish line.  I went through the hoops to convert my original Gigantic beta account to a Windows Store beta account and downloaded the game to give it a go.  The only problem is…  the game didn’t feel anywhere near as fresh and unique as I remembered it.  I was now standing in a world where Paladins had also released in a pretty widespread beta program and Overwatch was constantly looming over its shoulder.  Additionally while match making was a thing… the player base had dwindled to a point where I had to sit there waiting for fifteen to thirty minutes to get a match.  When I did…  you had one of two options… the map that was awesome and tuned… and the map  that was way the hell too big and had some memory leak issues.  Once again I put the game away and thought “I will try it again at launch” because honestly I thought surely there had to be a launch window just around the corner.

Things got more complicated in May of 2016…  when Motiga announced that it would be inking a deal with Perfect World to become the official publisher of Gigantic.  We all knew the writing on the wall with this one…  it meant they needed more money and this was a way of obtaining it.  This erased that Windows store exclusivity…  but also probably watered down any support Microsoft was willing to give.  Additionally it set up a scenario where the player base was forever going to be fractured.  One version of the game would be working with Xbox One and Windows Store users…  and another version of the game would be running through the Perfect World Arc client.  Overwatch released in May 2016 and Paladins in September 2016…  triggering an arms race of companies trying to create their own version of this new genre that was being branded the “Hero Shooter”…  all without even a potential date on the horizon for the launch of Gigantic.

When it finally launched in July of 2017…  it was the textbook definition of too little too late.  It released on Windows Store/Xbox One and a version that ran on the Arc Client available through the Perfect World store or Steam.  At this point unfortunately…  nobody really cared.  I’ve never actually played the released version of this game because while I filled up a hype balloon at Pax South 2015…  over the course of the next few years a bunch of tiny punctures drained every bit of it away to where I was left with a flaccid balloon that could never be inflated again.

Amazing little gem of a game whose light is dying along with its playerbase.

The above quote is from a review on steam… and I feel like it sums up Gigantic as a game nicely.  It was in fact an amazing idea and it was doing a lot of things that were revolutionary for its time…  but the constant failure to launch caused everyone who was once interested to eventually fade away and start playing something more viable.  Multiplayer games live and die by the player base… and once you lose the trust of a large core of gamers…  there is absolutely nothing you can do ever to get it back.  I have to admit I sort of mourn what might have been when it comes to Gigantic.  I still feel like it was a great game concept with extremely interesting characters…  the problem is…  Overwatch did everything better except for the core concept of having two gigantic monsters duking it out for control of the map.

Motiga was a really cool company, and I hope that each of the folks that managed to hang on through the end…  find a good home in another company where they can bring their interesting ideas to a game that actually has a chance.  I feel like both Microsoft and Perfect World kept the balloon afloat for way longer than it would have were they not in this story…  but in the end we wound up with a really complicated sequence of event and a fractured player base which is a critical fault for any game.  This is by no means the complete tale of this game or some gripping piece of journalism, but instead just my personal experience as I watched and hoped that they would get their shit together and make it work.

Games While I’ve Been Alive

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While roaming around the blogosphere yesterday I stumbled onto a post on Cheap Boss Attack.  This was apparently spurred on by a twitter thread that I did not originally see from a “The Well-Red Mage”.  The idea is pretty straight forward… go through the list of video game releases by year and determine what your favorite game for every year you have been alive was.  I thought this might be an interesting exercise so I took part in coming up with my list last night.  The only problem that I immediately saw is that I am part of what is realistically the first generation who can actually do this successfully.  The first commercial video games came out in 71/72 ish and even by the time I was born the list of available games in 76 was pretty short.  I of course had to rely on the wonder of wiki pages in trying to sort out what games were released in what years…  and unfortunately these pages were not exactly the most complete things especially from the late 90s onwards…  simply too many games to list.  So I started with the 1976 in Video Gaming page and moved upwards until we reach 2017.  There were several really tough spots that I agonized about…  but in the grand scheme of things I attempted to choose the game that ended up being the most important to me during that specific calendar year if I could remember it.  Now I am presenting the list without commentary.  I would love to see this thing gain legs and make its way around what is left of our blogging community.  Side note… yes I realize I am old.

  • 1976 – Breakout
  • 1977 – Combat
  • 1978 – Space Invaders
  • 1979 – Galaxian
  • 1980 – Berzerk
  • 1981 – Galaga
  • 1982 – Q-Bert
  • 1983 – Star Wars Arcade
  • 1984 – Marble Madness
  • 1985 – Super Mario Bros
  • 1986 – The Legend of Zelda
  • 1987 – Castlevania: II Simon’s Quest
  • 1988 – Ninja Gaiden
  • 1989 – Mega Man 2
  • 1990 – Super Mario Bros. 3
  • 1991 – Street Fighter II Arcade
  • 1992 – Wolfenstein 3D
  • 1993 – Doom
  • 1994 – Final Fantasy III (VI)
  • 1995 – Phantasy Star IV: The End of the Millenium
  • 1996 – Diablo
  • 1997 – Castlevania: Syphony of the Night
  • 1998 – Fallout 2
  • 1999 – Planescape: Torment
  • 2000 – Diablo II
  • 2001 – Phantasy Star Online
  • 2002 – Dark Age of Camelot: Shrounded Isles
  • 2003 – Star Wars: Knights of the Old Republic
  • 2004 – World of Warcraft
  • 2005 – Everquest II: Desert of Flames
  • 2006 – Elder Scrolls IV: Oblivion
  • 2007 – World of Warcraft: The Burning Crusade
  • 2008 – World of Warcraft: Wrath of the Lich King
  • 2009 – Borderlands
  • 2010 – Fallout New Vegas
  • 2011 – Elder Scrolls V: Skyrim
  • 2012 – The Secret World
  • 2013 – Final Fantasy XIV: A Realm Reborn
  • 2014 – The Elder Scrolls Online
  • 2015 – Destiny – The Taken King
  • 2016 – World of Warcraft: Legion
  • 2017 – Horizon Zero Dawn

There are so many games that are conspicuously absent.  Everquest for example was a pretty major game in my life, but I managed to play it for three years without it actually making it on the list because there were just more personally “important” games that I needed to give the slot to.  Similarly I would have though Star Wars the Old Republic, City of Heroes and Warhammer Online would have made the cut…  similarly Rift but in all cases there was something that summed up that year for me more clearly than those MMOs.  I am curious to see what your list ends up looking like.  It was a fun challenge to try and whittle down 41 years of gaming into a neat bullet pointed list.  Technically I probably did not actually start playing anything until around 1979-ish on my parents sears pong clone.  Similarly I didn’t start video gaming proper until around 1980/81 when we got our used Atari 2600 but prior to that any time I was around a stand-up arcade cabinet I was begging quarters off my parents.  I even remember one place we used to eat had a mechanical crossbow game of some sort that I loved playing.  It has been a crazy trip watching my favorite past time transform from three pixels moving vertically on the screen with a paddle control to these complex worlds that I spend so much of my life engrossed by.

Rough Night

I don’t have a whole lot to talk about this morning.  I am still struggling with whatever illness I started fighting at the beginning of the week.  As the morning went on yesterday my lungs started going to crap and last night I spent the majority of the evening chilling/unable to get warm.  When it came to actually getting a nights rest I failed in that department as well.  I went to bed around 9 pm ish and went straight to sleep…  only to wake up around 12:30 and be unable to get back to sleep.  I tossed and turned throughout the night while dealing with coughing spells all adding up to a very fragmented sleep cycle.  On top of that the last few evenings I have been struggling with connection speeds to my network at home.  I should in theory be seeing 300 Mbps and I’m only seeing something in the 10-15 Mbps range.  After spending an hour with chat services they are sending someone out to check into things…  and their only available slot was this afternoon.  So at the very least…  I only have to make it through half a day today as I took the afternoon off to go meet the cable troubleshooter.  As a result…  I just don’t have much to discuss this morning.  I made it to just short of level 60 on my Tauren Hunter, and in theory I will pick that process up tonight and enter the Burning Crusade content.  I am legitimately considering trying to eek out as much as I can from Blasted Lands to make the Burning Crusade journey a little shorter.  As it stands right now the worst part of leveling is BC/Wrath era and I sorta want to get those over as soon as humanly possible.  I am hoping that soon I will get back into the swing of things and be able to do normal posts rather than struggling with existence in the mornings.