Outland

AggroChat Episode 25

Last night we recorded yet another episode of our weekly podcast AggroChat.  This week we were missing Rae, but had Ashgar, Kodra and Tam to join me to talk about stuff and things.  Of the four of us, three of us have almost spontaneously started replaying Dragon Age: Origins.  In truth Ashgar started it and then Tam and I decided it was a pretty excellent idea to follow suit as we all realized we didn’t really have a good save to feed into the upcoming title Dragon Age: Inquisition.  As such we have been lost in that title and remembering just how amazing it really is.  We gush about about the writing behind the title and some of our favorite and least favorite characters.  We try not to give many spoilers since Kodra has yet to make it terribly far in the game, so should be safe to listen to for complete Dragon Age nubs and pros alike.

We meander our way through a couple of indie games, namely Crypt of the Necrodancer that Kodra has been playing, and Outland the awesome metroidvania that I am reviewing as part of my Steampowered Sunday.  Ashgar hooked me up with a copy originally with the intent of playing this co-op…  but it seems like the latency for co-op play is still absolutely atrocious.  So instead I played it all by my lonesome this morning… we at least as lonesome as you can be while streaming it to the internet.  Finally we talk about Final Fantasy XIV and the odd sense of compartmentalism in that game.  How you can progress among multiple vectors without the need to really mess with the others.  Also we walk about how much we are looking forward to the as of yet completely announced 3.0 expansion, which is rumored to have as much content as the original 2.0 release had.

Two other really interesting things happened during the episode.  For starters we announced that we were now part of TGEN The Gaming and Entertainment Network of podcasts.  Quite honestly I am a bit humbled to be included with such illustrious podcasts as Battle Bards, Beyond Bossfights, Cat Context, Contains Moderate Peril, Couch Podtatoes, Massive Failure and Roleplay Domain.  I am also quite humbled to be the first podcast to officially be launching the network, since we record on Saturday nights and launch Sunday, we are the first show sporting the new network bumper.  Additionally we talk about the upcoming Extra Life gaming marathon and our team.  Right now you can check out Ashgar, Kodra and Myself on the donor pages and our progress… and then tune in Oct 25th to the Alliance of Awesome hitbox team to watch the streamers.  Being our first year I set a very low team goal of $200 and so far we have raised just shy of $600 dollars in pledges.  Really looking forward to the event, and I hope you join us.

Outland

Outland 2014-10-05 11-02-19-011 For a few weeks now my friend Ashgar has been talking about this particular metroidvania with some interesting twists.  Last weekend shortly after recording the Steampowered Sunday for Mercenary Kings he hooked me up with a copy on steam, suggesting we might play it for this Sunday.  Apparently there is some really cool co-operative play in the game, but at the time of writing this it is apparently completely broken in that the latency makes it absolutely unplayable.  I can see how any matter of latency would be a problem, as there are several places where you have a very slim window to time a jump or an attack.  Since the co-op was out of the picture, I opted to still play the game but do so solo… or at least as solo as you can be while streaming.  At face value it is a really artistically slanted metroidvania game.  It follows the artistic style to some extent of the current crop of mostly silhouetted figures against a colorful background.  This almost always makes a game feel far more detailed than it actually is, and I tend to enjoy this style of art.

Outland 2014-10-05 09-55-37-778 You play the role of the ancestor of a great warrior who tamed the twin sisters of light and dark to save creation.  To be truthful while well done the narrative doesn’t seem to matter that much other than add a bit of flavor.  You wander through the levels collecting coins and rare pieces of treasure and sometimes unlocking special abilities.  The twist on the traditional Metroidvania genre however comes in the fact that over time you can harness the power of the Light Spirit and the Dark Spirit and use these to bypass certain obstacles.  The Light is represented by blue, and the Dark by red and while in the same color as an obstacle you can pass directly through it.  You can also use your color to active switches and platforms allowing you to traverse the levels.  You are rationed these abilities slowly and I didn’t get the second color until I had defeated the first boss.  Some of the later puzzles require you to switch colors midair to take advantage of a platform that activates when you land on it with a specific color.  This is facilitated by hitting the right shoulder button on your controller.  This definitely feels like the sort of game that is greatly improved with a controller, so I did not even attempt to pay attention to the equivalent keyboard controls for things.

Epic Boss Fights

Outland 2014-10-05 10-30-24-270

At the end of the first level you have to fight a giant golem that is blocking your way.  The scale of the fight is extremely impressive and makes the game feel much larger than it actually is.  The camera zooms in and out based on how large the chamber you are in happens to be, and this gives a more dynamic feel to the gameplay.  The boss mechanic was rather simple but extremely effective in that you had to avoid a ground slam and then climb the giant itself while it was temporarily drained of its power to attack and exposed weak spot.  As the fight got on there were more details that had to be avoided, like a rain of red and blue bullets that gives the game almost a bullet hell feel to it.  I had to stand in the blue beams to avoid taking damage from the red beams, and I am imagining that in later encounters you will have to shift back and forth between red and blue to soak specific abilities while flipping to the opposite to be able to damage your target.  While you can soak beams of the same color…  mobs of that color can still damage you, and you can only damage them when flipped to the alternate polarity.

The game is constantly compared to the fabled bullet hell shooter by Treasure called Ikaruga in that it has similar soak/polarity mechanics.  However any many ways it reminds me of the gameplay of Silhouette Mirage and earlier title with the same basic mechanic by Treasure.  Similar to Outland it was a side scroller and you had a dual polarity of absorption and repelling based on which direction you pointed your attacks.  You can check out my entire hour and a half long play session this morning in the embedded Hitbox video.  I have to say I dig the game so far and want to play more of it.  I just felt like I needed to wrap up this mornings session so I could get my blog post out, however I played significantly longer than most Steampowered Sunday mornings… so that should tell you something.  Right now the game is under $10 on steam, and more than worth that price.  I would have paid at least $20 for it to be honest, had someone not ever so graciously gifted it to me.  If you like the Metroidvania genre and especially like ones with interesting mechanics like Guacamelee you should check this out.

#Outland #AggroChat

Death of a Genre

Downfall of a Game

One of the problems within the MMO community is that we seem to view each release as a zero sum game.  As such when something new comes out, it threatened to chip away at the player base of whatever game we happen to love and are currently playing.  When that game falters and begins to fail, with this point of view it becomes extremely hard not to take pleasure in that downfall.  The problem is this is an extremely toxic and dysfunctional outlook, and ultimately is what has lead to the current climate in MMOs.  For years companies have been chasing an illusive dream of trying to create another World of Warcraft.

This was an inherently flawed vision because really…  “mmo gamers” are a rather small niche in the market, and most folks who play World of Warcraft are not actually “mmo gamers”.  If you take a look at the size of the market before World of Warcraft, you saw a handful of games with sub-million subscriber numbers.  Before the launch of the first expansion World of Warcraft had boomed to be an over 6 million subscriber game.  This was not the conversion of all of these other MMO gamers, but instead the conversion of fans of the existing Warcraft franchise into the MMO genre.  The thing is…  these new gamers are there for a myriad of reasons, but none of them easily translate into a new franchise.

So as these new games launch they are essentially fighting over the same piece of pie over and over.  All you have to do is look at my immediate circle of friends.  A large chunk of them stuck with World of Warcraft, and it would likely take an apocalypse or the servers shutting down to pry them from it.  Another group has wandered away from the game each and every time something new and shiny showed up on the horizon.  Very few of these players stick around in any game for longer than three months, and more often they play their free month and then return to whatever the status quo was before the new launch.  I watched this pattern play out for both Elder Scrolls Online and Wildstar, and the games industry is finally realizing that this is going to happen for every single new game that releases.

Indictment of the Trend

The cancelling of Titan has been a far more contentious issue in the blogosphere than I expected.  At this point my point of view is that this is Blizzard admitting that the MMO genre has no more room for new players.  While there will always be a core group of players in World of Warcraft just like there is still a core group of players in Everquest, Everquest II, and Dark Age of Camelot…  that core group continues to shrink as folks either “grow out” of World of Warcraft as they find it no longer suits their interests, or simply run out of the copious amounts of free time it requires as they get that job, family, whatever.  I think they have done some really simple calculus here and determined that there simply is not enough of a pool of players to make a brand new MMO from Blizzard successful.

With World of Warcraft they have a decade long buy in from a large number of gamers.  They have literal years of memories and hard to acquire items to keep them chained to the game.  With a brand new IP, they are starting from scratch in the same position as all of these games that have floundered have been in.  Blizzard brand name recognition just isn’t enough to guarantee success, so I feel like it was a pure business decision that it just did not make sense to further dilute their subscription player base by trying to launch a new MMO.  As much as I love the clean subscription model, it doesn’t make a lot of sense to launch a new game with it.  After watching what happened to Wildstar and to a somewhat lesser extent Elder Scrolls Online, the market does not want any more subscription games.  So by launching a new MMO they would be converting at least a portion of their subscriber base of easy month to month money to far more dicey and less predictable free to play money.

No Joy Watching Wildstar

I find it impossible to find joy in the unraveling of Wildstar that I see before me.  I am not playing the game, so I am in essence part of the problem.  For whatever reason it was an accumulation of all of the things my BC era self said they wanted in a video game.  The problem is we gamers are notoriously horrible at trying to decide what we want.  “We” said we wanted a hardcore game like Everquest and a return to forced grouping…  then when we got Vanguard no one actually wanted to play that.  We said we wanted a hard core PVP game like Dark Age of Camelot…  and then when we got Warhammer Online no one actually wanted to play that either.  So I find it no suprise that when we said we wanted a return to the golden says of World of Warcraft raiding…  no one actually wanted that either when we got Wildstar.  The truth is we have no clue at all what we want until we actually see it and experience it.

The problem is that the MMO design ethic has been so wrapped up in trying to target what the public is asking for, that it has stagnated into a mire of “wow like features”.  A week or so ago there were a series of posts taking point and counterpoint on whether or not WoW has ruined MMOs.  In a way I have to say yes, but not through anything that they did on purpose.  World of Warcraft has been this juggernaut that everyone else is forced to content with whether or not they actually wanted to.  It is a gold standard that every new game is judged by.  So you either have games that try and out feature it like Rift, or out lore it like Star Wars the Old Republic… but each and every new release is at least in someway a response to the success that World of Warcraft was.  Without that outlier of success we probably would see a much more healthy MMO ecosystem…  albeit a ridiculously smaller one.

Death of a Genre

So I cannot take joy in watching Wildstar, or Elder Scrolls Online or any other MMO falter right now, because I see it as all being part of the same shared ecosystem.  When one of these games fails, it is in essence taking a chunk of players out of the pool that will likely never return.  So many of my friends have simply just checked out of online gaming for one reason or another, but the core thread among them all is they are just tired of the volatility.  The choice is either return to World of Warcraft and make due with the status quo, or jump from game to game to game getting a months worth of enjoyment at a time before the ultimate crash.  None of this sounds like a healthy ecosystem, and all of this is what is driving triple A studios away from the notion of even trying to do an MMO.

If you think about it right now…  there is nothing really on the horizon for gamers to latch onto.  There are a few boutique titles like Pathfinder or Camelot Unchained… that are super focused on a specific niche and that may or may not be at least partially vaporware, unlikely to actually launch with all of the features they are touting.  Then you have a constant spin of Korean titles as they have their own MMO renaissance that we went through several years ago.  However After the launch of ESO and Wildstar…  there is really no big western titles on the immediate horizon.  Everquest Next is the closest thing but realistically it is still several years from release.  The other games that are coming out are more akin to Destiny than they are to a traditional MMO.  So I can’t blame World of Warcraft for this current situation, because in truth it is our flighty nature that has salted the fields in our wake.   We are the reason why there is no fertile ground for a new MMO to take purchase.  It is because of all of this… that I can find no pleasure in watching yet another game fail.

Grinding Gear into Plasteel

Ready for a Freeze

The last few weeks my allergies have been killing me, and this is not usually the case for fall here in Oklahoma.  It feels like the seasons are getting horribly confused, and ragweed that normally hits its worst during July has been still active in August and October.  As such my lungs have decided to betray me under the onslaught, and yesterday afternoon I ended up going home from work.  I took a few breathing treatments and got some sleep and this morning I feel marginally better, but still on the scale of “lousy”.  Right now I am just read for the first hard freeze to happen and kill off most of the allergens.  Sadly that doesn’t look like it is going to happen any time soon.  The temperature is dipping down today to the 60s, but otherwise we are still having 70 to 80 degree days.

dragon-age-origin-1024x640 The constant drainage and coughing just makes me want to stay inside and hibernate.  Thankfully right now I have a ton of good games to play.  With the impending release of Dragon Age: Inquisition several of my friends are replaying Dragon Age: Origin since like many Bioware games there is reportedly going to be a save game import feature.  I know my experience playing through all three Mass Effect games in a row produced a ton more quest options than when I played Mass Effect 3 without importing.  So it has me wanting to try going back through the past games as well.  My upcoming gaming schedule may be devoted to Dragon Age: Origins for a bit, but I still plan on poking my head into FFXIV, Trove and Destiny on a nearly nightly basis to see what is going on.

Grinding Gear into Plasteel

Destiny_20141003060320 Thanks to the miracle of the Queens Bounty event I’ve managed to shoot up to 24 light through upgrading the two purple pieces of gear that I managed to get.  Through running various other things I have managed to pick up a handful of nice weapons and other light bearing blues.  Right now I am running around with a level 20 scout rifle, that while it doesn’t deliver as much punch as the hand cannon, it still has a bit of impact and can carry like 250 rounds with me.  It makes it extremely good for whittling down enemies at range with extreme accuracy.  I would still love to find a level 20 blue or purple hand cannon, but so far my only purple ingram has produced crafting materials instead of a weapon.  Upgrading gear right now seems to be my sole source of getting more light, as I have yet to find any items that can directly replace anything I am currently wearing.

Destiny_20141003060344 Last night my play time entirely revolved around trying to find more green armor to grind down into Plasteel, and finding Relic Iron… which so far is the hardest of the materials to spot.  I’ve gotten rather good at picking out the chunks of brown against the red brown landscape of Mars, and had a fair bit of luck finding chests that had quite a large quantity of it.  The problem honestly as you can see from the screenshot is that I just cannot seem to get enough plasteel.  I could in theory buy ingrams from the Cryptarch and grind those down… but that seems defeatist.  Instead I am mostly spending my time doing patrol missions on Mars since they give me reputation and have a fair chance of dropping greens.  I have now entered the grind phase of the game, and while I am still very much enjoying myself I can see how this might wear on folks with a lower tolerance to grind.

Tron and Infinium Ore

Trove 2014-10-03 06-23-24-633 With the release of Beta and the addition of the Neon Ninja, they added in a biome to go with that theme.  While this morning I was only able to find a very small one… this is what folks have dubbed the “Tron” biome.  In fact when you are in the biome a musical theme plays that reminds me quite a bit of some of the Tron Legacy soundtrack.  There are rivers of neon blue water, and instead of grass and brushes you have chips and resistors.  It feels like you are in a datascape and the various robots have similar tron coloring.  Each biome has a version of the skeleton, and in this biome they look like the Red MCP guards from the original Tron movie.  I hope that eventually I can build a table that allows me to spit out stuff themed like this biome, because I will completely switch my entire cornerstone to look like it.

Trove 2014-10-03 06-14-54-858 This little innocuous looking block is Infinium Ore, and it has become the bane of my existence.  After a certain point in the crafting system… every single recipe requires this.  The problem is that as you go up in level this doesn’t seem to get any more common.  You can find Shapestone and Formicite Ore until your heart is content, but Infinium still is a very rare occasional, and any given vein maybe gives you twenty if you are extremely lucky.  Most of my playtime has been wandering around looking for these ore spawns.  The problem with Trove is I simply don’t understand how the game works yet.  In Minecraft the spawns were based on a certain logic, and once you mastered that you could be plopped down almost anywhere and be able to find the resources you need.  In Trove it feels more like you have to be lucky.  I feel like I need to spend some time scouring the Reddit looking for tips and strategies for finding this ore node.  I won’t be able to do any of the really cool things without large quantities of it.

#DragonAge #Trove #Destiny

Months Behind but Loving It

Happy Bragtoberfest!

During the month of October Izlain and J3w3l of Couch Podtatoes are running a special event they are calling Bragtoberfest.  The idea is to share the fun you are having gaming with your friends.  You can check out all of the details on Izlain’s blog Me Vs Myself and I.  I thought it was fitting that on this fight October morning, that I do in fact have a handful of gaming achievements to “brag” about as it were.  The event however is not just for crowing about your gaming achievements, but instead sharing that magical feeling we all have while playing a game we are really into.  Over the past months there has been quite a bit of negativity either coming from or leveled against gamers.  Bragtoberfest is an opportunity to embrace the good and present a positive viewpoint of gamers having fun being gamers.

Months Behind but Loving It

ffxiv 2014-09-30 22-12-52-679 Back in July a large number of us that played Final Fantasy XIV at launch, returned to the game to give it another shot.  I was the first to come back thanks to a free weekend, and enjoyed it so much that I ended up roping a lot more of my friends to join me.  We played for roughly three months after launch and then for various reasons all wandered off into the next big game.  As such we never really made much progression at the time.  As a guild we had managed to take down Hard Mode Ifrit while working on the relic weapon chain, but that was literally as far as we had managed to get.  So coming back we have had this whirlwind of catching up, and experiencing content that is almost a year old at this point, but still very new at the same time.  Over the last several weeks on Tuesdays we have been pulling together an eight man raid team and working our way through Binding Coil of Bahamut.  At this point we have defeated the first four turns and had originally planned on focusing on turn five last night.

However last night we had one of the members missing, and were subbing in a player that was relatively new to the Final Fantasy XIV end game.  As such we opted to set our sights on a different target, the first of the Extreme modes…  Garuda.  Most of us had managed to get attuned for this fight and had been for quite some time, however there is just something about the Garuda fight that is terrifying.  For starters it has one of the most awesome and at the same time creepy introductions.  The normal mode Garuda fight kicked our ass so many times while trying to get folks through it around level 43 when you encounter it in the game.  All of this gave me pause when I thought about the difficulty of doing the fight on Extreme mode.

ffxiv 2014-09-30 22-14-16-200  One of the most interesting things about the Final Fantasy XIV endgame is that you have a fixed amount of time to make attempts.  For Garuda and most instances you have exactly 90 minutes to defeat the encounter before the game punts you from the instance and you have to start over from scratch.  For  the most part we all went into this fight last night without functional experience of how it works and learned on the fly as we went.  Each attempt we made adjustments to the strategy, shifting the targets between myself and Ashgar until we figured out an ideal mix of who needed to tank what where.  There are three phases to the fight, and the last two phases rotate back and forth between them until you defeat her.  Once we had managed to get through a single rotation of phase three we pretty much had the fight in our sights.  At that point we had roughly nine minutes to defeat the encounter as a whole.  We pushed through and managed to get it just in time, and as such finished a quest we all had sitting in our logs for some time allowing us to now move on to Extreme Mode Titan.

Flaming Axe of Doom

ffxiv 2014-09-30 22-20-55-837 While bragging about cool stuff, I managed to finish gathering my 1300 Tomestones of Soldiery and am now the proud owner of the awesome flaming axe Conquerer.  While I would love to be wielding a Bravura Novus instead, that quite honestly is still a good long ways off.  I am still slowly working my way through the 9 Animus books, and then after that I have to do the Novus grind… which involves collecting a bunch of Alexandrite and binding 75 pieces of Materia to my weapon.  This step is not only time consuming but also extremely expensive.  As such I have been stockpiling money and Materia as I go to hopefully be able to complete this step.  As far as the current Animus grind, I am 2 books into it and still have 7 more to go.  My good friend Cylladora however is down to two books left, so I am pumped to see her progressing so quickly.

All of this made me decide a few weeks back to go ahead and gather up the Soldiery “bookrocks” and get the slightly easier to get level 110 weapon.  The process for that is somewhat contorted as well but involves winning an Unidentified Allagan Tomestone from Syrcus tower or Second Coil of Bahamut.  You then take this and 10 Rowena’s Tokens and trade for a Weathered Conquerer which in its own right is a really nice level 100 weapon.  Each of the Tokens is sold for 130 Tomestones of Soldiery in Mor Dhona for a grand total of 1300.  You then take your Weathered weapon to Drake in Hyristmill and trade both it and a Sands of Time to him to receive the level 110 “unweathered” version.

This is all possible thanks to the fact that in patch 2.38 they started allowing Sands of Time to drop in Syrcus tower.  Since you can only win a single item per week in Syrcus, that means that I gave up on usable gear for the last two weeks to gather up the UAT and the Sands.  Similarly I had to make sure I capped my Tomestones of Soldier each week to make sure I could get to 1300 in time, since you can only early 450 a week.  I am damned happy to have a level 110 weapon, which is almost best in slot.  You can technically get ilevel 115 weapons now either through the Second Coil raid or through the completion of the Nexus step of the Relic weapon chain.  My goal is still to complete the Relic weapon, because I love the feel of the quest chain and the look of the eventual weapon.  However for the time being I can feel happy knowing that I am going to be able to generate plenty of threat with a weapon at least as good as anyone in our little raid group.

The Queens Bounty

Destiny_20141001065107 Monday night I pushed through to level 20 and started working on the Queen’s bounties in anticipation of trying to get gear from the event before it goes away at the end of this week.  Last night after the raid I talked a couple of friends into helping me out with making this happen.  The only problem is that as a fresh 20, I could not actually RUN the Queens Bounty Strike.  Thanks to Kodra and Shiana we pushed through a couple of strike missions and after a few lucky drops and some upgrades… I managed to get to 21 light which allowed me to queue for the Queens Bounty content.  So it was myself, a 24 and a 27 queueing for the content, and the game decided to give us all 24 mobs.  As such I finally begin to understand the rage that some of my friends have felt while grouping with higher level players than themselves.  Quite simply I could not actually land decent attacks on anything.  I was aiming straight for the head and making content, but just simply not making a dent in it with my level 18 blue hand cannon.

My friends assured me that this was not anything I was necessarily doing wrong but instead just a simple component of the mobs being a few light levels higher than me.  As such I tried my best to limp along through the content but spent a lot of time hugging the ground.  At the end of the mission I managed to get the chest piece drop, but at that point it was already well past time for bed.  My hope is to go back tonight and try for the helmet and maybe the sniper rifle.  I still have four more tokens left to go and I just picked up a few more easily bounties this morning.  Level disparity problems aside I am still digging the way this game feels.  While I am not sure I would ever complete the raid, I am definitely going to shoot for gearing up in full purple gear.  The biggest thing is I wish to god I could get a purple weapon drop.  That would at least make me feel less useless.  At the end of the night I was sitting at 22 just a single upgrade away from 23, so I am pretty damned happy with the results in any case.

#FFXIV #Garuda #Destiny