Everquest Next Landmark

Steampowered Sunday #4

This morning I have scarfed my tasty oatmeal and downed my huge skull mug full of coffee.  Now I am ready to break some of my own rules.  Namely I am writing this morning what I had intended to write last week.  At the point of last Sunday I had Everquest Next Landmark in my hands for roughly 48 hours, so that in itself was a bit rule breaking since previously my Steampowered Sunday posts were literally me playing the game and then writing my impression of it.  However since the Landmark servers spent most of Sunday down, and I could not gather up the screenshots I wanted, I ended up writing a different post and skipping Steampowered Sunday all together.  This week, I am picking up where I intended.  Next week we will return to my normal slapshod impression posts of a game from my steam list, but this week is devoted to Landmark.

Everquest Next Landmark

EverQuestNextLandmark64 2014-02-09 11-52-01-26 Firstly before digging into this post, you have to understand something.  Everquest was my first real MMO.  While I had played quite a bit of Phantasy Star Online over on the Dreamcast, EQ was the game that got me hooked on the genre.  As a result I have this massive soft spot in my heard for all things Norrath.  I love the setting, the pantheon of gods, the racial tension…  and while I just cannot bring myself to go back to the original Everquest, I always keep EQ2 installed and at the ready for when I need a nostalgic binge.  So back in August during SOE Live 2013 when they announced Everquest Next, the game they had kept pretty well under wraps until that point… to say the least I was extremely interested.  While I had deep concerns about the class design for Next I was absolutely pumped at the prospect of this new thing they called Landmark.

Minecraft++

EverQuestNextLandmark64 2014-02-09 11-57-07-44 I believe it was Jesse Cox that called Everquest Next Landmark, Minecraft on Crack… but in truth that is neither fair to Minecraft nor Landmark.  It is very much the case that a game like this simply would not exist were it not for Notch and his vision to create a fully destructable cube world in Minecraft.  Landmark is more akin to Minecraft Evolved or to use the codemonkey term…  Minecraft++.  The world feels completely different at first, but as you dig into it, the same kinds of logic that we adapted to while branch mining for diamonds in Minecraft mostly apply here to.  The difference is, that with Landmark it feels like they are only scratching the surface of what they can do with the engine.  They have grand plans to use Landmark as a testbed for ideas that will eventually work their way into the eventual Everquest Next product.

The world of Landmark is arranged as a group of “Islands” assigned to a specific server that are connected by a network of the Combine Spires.  First I have to say how pumped I am to see the Combine Spire concept visualized so wonderfully in this world.  It just wouldn’t feel like a EQ game without the spire travel network.  My only desire would be for them to eventually give us a hearthstone type construct that lets us fast travel to our claim.  For those of us who were not lucky enough to get claims near the spires, it becomes a trek each time we want to get to our claim to do work. 

Your Claim in the World

EverQuestNextLandmark64 2014-02-09 12-32-18-01  Right now the claims system works pretty well, but each of the worlds is so full that it become a crapshoot to try and find anyplace to set down roots.  Every grey colored flag represents some players claim on Liberation/Pingo where I set down roots.  The blue flag represents my home, and it is a fair clip from the teleport spires.  When I managed to get into game the Saturday after release, all of the tier 1 and tier 2 zones were essentially full, and there was nothing at all even vaguely close to one of the spires.  Right now the game allows you to plunk down a claim in a freeform fashion so long as it is a certain amount of space away from any nearby claims.  The problem with this is it allows for some inefficient use of space.

What I would love to see is a system more like Trove with fixed claim points that you  just walk up to and take over.  This does two things that are really important.  Firstly it allows for the space to be divided up for maximum efficiency letting a fixed number of players inhabit each and every map.  Secondly… and this is huge… it allows for a “No Vacancy” sign of sorts to be placed on the islands that simply have no room left at all.  Right now a brand new player has to teleport from island to island until they find one that looks like it has a bit of free space… sometimes running out there only to find that a new claim cannot be placed.  My friend Rae went through this process yesterday and I have to say it sounded extremely frustrating.

Your Pick and A Dream

EverQuestNextLandmark64 2014-02-02 20-11-11-59 You are dropped into this world with only the most basic of supplies.  Currently everyone playing the game has the founders pick, which is a combination of the lowest pick axe and a pretty high tier axe allowing them to mine copper, stone and dirt and chop down all but the largest trees.  Once this goes beta however, most players will enter the game with the Stone Pick and Stone Axe, much slower versions of the founders pick.  In order to progress you have to gather a seriously large number of resources.  Currently the conversion rate is generally 100 raw resources to 1 finished resource.  To make your first upgrade, the copper pick you need to gather 1000 copper, be lucky enough to get 10 elemental copper a rare drop, and gather up 1000 plain wood logs.  Then on top of that… not all Copper Picks are created equal.  They range from very slow green quality picks to truly amazing legendary quality picks that cut through stone like butter.

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At this point I feel like a lot of the resource costs need to be balanced but they do give a player something to shoot for.  For example my next tier upgrade of pick requires me to gather up 6,000 plain wood, 90 sapphire, 30 extremely rare elemental cobalt, 500 also rare burled wood, and 3000 cobalt ore.  To make it worse… to even craft this I need to upgrade my crafting machines to the next tier.  You start off with access to a basic forge at the combine spires, and then after that you need to craft your own machines… or find a very kind member that has all of the crafting machines out in the open on their own claim.  This is one of the things I am loving the most about Landmark so far… it is building a little community.

I am going to draw a comparison that rarely gets drawn in a positive light.  The crafter camaraderie reminds me so much of the early days of Horizon.  That game was ahead of its time in so many ways, but primarily in the great crafting system that made it a positive thing for crafters and adventurers alike to work together on these massive scale public works projects.  I remember spending hours as a Reaver guarding crafters as they brought loads of materials to be applied to one of the big bridges that would then connect up to a brand new untouched island.  The crafter gear was not suited for combat, and was needed to be able to carry the maximum amount of materials to the work sight, so an alliance sprung up so that these crafters could be ferried safely from the nearest resource field to the very dangerous work sight.

In a very similar spirit, players are dedicating their claim to becoming a crafting hub for their island.  The above claim is just off the spires in Liberation/Hollows and belongs to a player that I don’t even know named Linerra.  But she has so graciously opened it up to the public, and every night this place becomes a hub of players crafting up new bits for their own claims.  I am not sure she will ever fully know how much I appreciate what she is doing.  While I want to make the latest machines, when it comes time for me to craft my cobalt pick I will likely visit her hub, instead of gathering the 80 Elemental Cobalt, 8000 Cobalt Ore, 9000 Tungsten Ore, and 6000 Amaranthine to craft the Amaranthine Forge needed to create it. 

EverQuestNextLandmark64 2014-02-07 01-18-10-83 I have been surprised that my own claim has become a hub of sorts for my area of Pingo, so I have the motivation to eventually upgrade all of my machines to the highest level.  I have since moved the crafting machines from my porch to the undercroft, but I left a note in my claim banner indicating where they can now be found.  Awesome thing is, I have struck up a friendship with a few of the players who visit my home regularly to craft.  This sense of being neighborly is a really interesting dynamic to me.  Yesterday as I was working on the third and fourth floors of my forest temple I was constantly having players swing by and say hello.

Building Tool Progression

EverQuestNextLandmark64 2014-02-02 22-13-44-02 One of the things that is drawing mixed reception is the gating of building tool mechanics.  When you start the game you are given a package that contains the Add, Remove and Heal tools that can be used to build on your claim.  The above image is of me clearing the voxels from my claim with the remove tool.  These can be scaled and changed in shape and the material and texture they apply, but represent a very rudimentary “minecraft esc” way of building.  Later there are much more powerful tools like the selection tool that allows you to apply a material to a much larger section, or use the really powerful cut and paste functions.  There has been a bit of grumbling that it takes so much farming before you get these more advanced tools.  I however think this is probably a good idea.

Sticking with the three simplest tools forces you to “learn the basics” before getting into something that can cause issues if you are not careful.  Selecting large areas lets you do something really quickly, but at the same time you can also make some pretty big mistakes with it.  Most of my building is still done with the add/remove tools, and I tend to use the selection and smooth tools extremely sparingly.  I have heard that the line tool is even more powerful when you get it, but similarly if you don’t have a basic understanding of how to get the most of using the fixed tools on and off the grid, it becomes easier for you to make mistakes when handed the really game changing tools later on.

The above video is a really good resource for showing off the basics of crafting with tools on your claim.    While I have been piddling with this game for a little over a week now, I still feel like I am constantly picking up tricks.  The best thing about the system is that it is so simple and easy to gasp, especially for anyone who has ever played Minecraft.  At the same time it is infinitely complex in the number of things you can do with it.  People are creating some really crazy things, especially using the smooth tool to even go so far as to create massive sculptures.  When they finally open the player studio, it will be interesting to see just what sorts of widgets players have constructed.  Right now the only thing of any worth that I have crafted is a prefab staircase that I have used multiple times in my forest temple to move between levels.

Only Scratching the Surface

EverQuestNextLandmark64 2014-02-09 11-53-03-37 It really feels like we have only begun to scratch the surface for what Landmark can be.  I know they plan on adding in a full combat system with randomly spawned encounters, as well as multiple tiers of exploration to each of the islands.  They showed digging down into caverns and lava chambers in the launch video, and from all I have heard that is still very much planned for landmark.   Even without all of that the game is extremely addicting and is scratching every builder itch I could possibly have.  That is not to say however that it is a finished product in any fashion.  The thing I warn players before they plunk down their money to buy their way into the Alpha process… remember that this is an Alpha in every sense of the word.  Stuff is broken at times… and that is okay.

I grumbled a bit last week as I had my claim completely wiped five or six times before they got to the bottom of the issues with saving voxel changes to the database.  I expect this, I knew what I was getting into… and I have begun building in a really large way knowing that at some point down the road it is all going to get wiped into oblivion.  By building and testing I am ultimately helping to make a better finished product.  I’ve alpha and beta tested hundreds upon hundreds of games at this point, and this is something that I just take as part of the price for helping to shape the end result.  But for players who are used to the “almost finished game being called an alpha” definition of recent years…  expect things to go haywire.

After saying all of that, I fully believe that this game is worth investing in.  The game that is there is extremely fun, but we will be seeing so much more over the coming months.  In the week we have already seen a handful of patches and new featured added in like the ability to hit the down arrow in the crafting window to easily craft the maximum number of items.  Each time I log in, I find something new that got patched in when I was not paying attention.  I love watching a game get created before my eyes, and the level of transparency the SOE folks have been giving us is phenomenal.  I look forward to working together to help craft what eventually ends up being Everquest Next and beginning a epic gaming tradition.

Far Cry 3

Steampowered Sunday #3

I guess at this point Steampowered Sunday is a real thing now.  I have friends nudging me in certain directions towards games I have in my steam list that I have yet to play.  Today I intended to play one game, but wound up playing another as I didn’t really plan ahead and pre-emptively install it.  So instead I decided to choose a game I did install over the Christmas break but never got around to playing.  One of my good friends snagged Far Cry 3 from my Steam wish list and gifted it to me during the insane Christmas sale.  I had always heard really amazing things about the game, so it sounded like something I would enjoy.

Already Installed DirectX Checkbox

farcry3_d3d11 2014-01-26 11-22-38-48 Be warned today’s post is going to be far more about the frustrations of trying to play a game… than actually playing one.  I had installed Far Cry 3 beforehand, but never actually fired it up.  So of course when I went to launch the game I had to suffer through the usual steam bullshit that involves installing every driver and redistributable known to man.  You would think that by now steam would have figured out a way to set a machine level flag that says “we’ve made this sucker install directx over 10 times, surely we can take it easy on him now”.  On top of the normal bullshit… I had to deal with something I had never seen before  called UPlay.

I guess this means that I have never actually played a Ubisoft game on the PC, since this seems to be required to play any of them.  For starters it took a truly silly amount of time to download and install, and then it prompted me for a login.  Since I didn’t think I had an account, I stubbed out the normal “Belghast” login, only to be told that it already existed.  At this point I scratch my head because maybe at some point in the past I did in fact set up UPlay.  I notice there is a handy reset password option, so I went through the steps to reset it to my email address.

At no point did it say “dumbass you don’t have an account”, it just said it would be sending an email to reset my password.  I waited a truly silly amount of time, refreshing the email window, and apparently locked my account out in the process.  However no emails actually arrived even after scanning the bowels of my gmail account, and sifting through half a dozen broken english versions of “your battle.net account is being banned” phishing attempts.  Turns out I am guessing I really do not have a UPlay account, either that or it was somehow set up on the PS3 and seemingly irrelevant to my PC.  So either this happened or there really are more Belghasts out in the world, as a result I had to set up my account on an old username that used for years.

Gameplaying Time?

farcry3_d3d11 2014-01-26 11-05-32-65 So finally I am able to log into the game and launch it.  I am greeted by the usual cinematic that I ignore and keep pressing the escape key trying to skip out of as soon as possible.  It appears that I am a rich d-bag, and have equally rich and d-bag friends that are amped about spending my trust fund on an island vacation.   Apparently also at some point we think it is a great idea to skydive onto a pirate held island… because you know the Pirates of the Caribbean ride at Disney never harmed us… so surely the real thing will just give us candy or something.  Color me surprised when we manage to get kidnapped and held for ransom so our equally rich and d-bag parents to pay.

At this point after spending the first hour of the morning trying to get into the game due to the frustration that is UPlay… I am wanting to slaughter everything in sight.  Just give me a gun, point me in the direction of a slaver and I will go Rambo on their asses and save the day.  Conveniently for me, every single bad guy in the game seems to be wearing the same red shirt and red hat… making it super handy for drawing crosshairs down on them.  I love it when bad guys shop at the same place, because I can’t be bothered to think before blowing them away.

But Wait… Stealth Time

farcry3_d3d11 2014-01-26 11-12-13-85 There are few things I hate more in the world, than having to sneak around and be stealthy in video games.  So when I finally get control of my character what do I get to do? Sneak around and avoid being seen as I play through a super on-rails cinematic.  This is one of the things that frustrates me the most about modern games… namely those that started their life originally as a console game.  They seem to relish the concept of making you play through a bunch of shit before actually letting you play the game.  If I have to follow a predetermined path, while doing a sequence of events that are unchangeable… it is a cinematic.  Letting me control my character as I go through the cinematic just makes it all the more unhinging.

For me the ideal intro to a game like this is the Elder Scrolls style…  you arrive as a prisoner, someone breaks out out and then bam you are on your merry way causing mayhem.  I guess the more I think about it…  Oblivion and Skyrim both had some pretty frustrating “follow the dumbass npc” sequences early on… but they felt brief enough and in both cases you got to diverge from the script heavily if you desired.  This on the other hand was sneaking about following a path set aside by your macho army brother… all the while you have nothing that you can really do other than throwing some rocks.  Man I am a badass at throwing rocks… let me tell you.

Can It Be Fun Time?

farcry3_d3d11 2014-01-26 11-15-15-67 So despite your best attempts at avoiding being seen… your dumbass brother runs right into the pistol of the big baddy that you met earlier in the cage.  So you get to play a fun game of trying to mash your space bar hard enough to keep your brother from bleeding out.  Guess what… he bleeds out regardless of how hard you play whack a mole with your keyboard.  In a strange turn of events… instead of just shooting you in the back like you would think the big ultimate bad guy would do….  he decides to release you out into the jungle.  So once again I am thinking to myself… man can I finally have control of my character?  Can I finally play this game and do shit at my own pace?  NOPE!!!

What you get to do now is have a weird sequence as you run through the jungle avoiding bears and helicopters flying over, flashing the tree line with spotlights and trying to shoot you.  During this odd sequence you are once again following a predetermined path, and you seem to be able to take damage but never actually die.  At one point it told me to bandage myself, which I did… but it really did not seem to have much to do with success or fail.  Eventually I followed the path, went out onto a rope bridge… I lost a fight with a helicopter and just like baby Moses got tossed into a river only to get found by a seemingly friendly stranger.

Thanks Three Dog

farcry3 2014-01-26 11-43-01-40 While he sounds absolutely nothing like him… this dude for some reason reminds me of Three Dog from Fallout 3.  So I completely missed his name, because in my head he will forever be Three Dog.  Basically he saved you because you have the heart of a warrior… which if funny because up until this point all your character has done is whine constantly about being in the jungle.  I seriously expected him to break out the Dante from Clerks “I’m not even supposed to be here today”.  Essentially he sets up the premise of the story.  The pirate slavers are taking over the island and these mystical tattoo warriors are fighting back.  Since you escaped the camp alive, you are going to be their great white hope to save the day.  You will learn powers that somehow show up on your tattoo because… magic reasons.

So at this point… I am finally starting to wonder if I get to play the game yet or not.  Three Dog gives you some cash and lets you go shopping for a weapon… which basically means you get to buy a pistol… because all you can afford is a pistol.  Now he sends you out into the jungle on a few missions… the first of them is to destroy a jammer on a near by radio tower.  All in all this goes pretty safely other than the fact there is a static spawn snake that just sits there are the base of the tower.  A bullet to the head and you are up the tower and mapping the world.  It seems that as you open up the towers you allow the vendors to get new and spiffier stuff.

Capture Objectives

farcry3 2014-01-26 12-08-27-41 Once the actual game started after wading through what felt like three hours of bullshit… it was pretty fun.  Essentially the game play is a lot like Just Cause 2, where you move around the map weakening the presence of the enemy forces in your area.  Unlike Just Cause however you actually capture the elements for your blue team.  Unlocking new stuff gives you new power-ups in the form of magical tattoo powers, and unlocks new weapons.  Additionally in each outpost you capture there is a mission board that gives you hunting and kill missions.  Hunting seems extremely important in the game as it allows you to upgrade your backpack… allowing you to carry more weapons and equipment.

The kill missions however seem extremely frustrating.  I took the first one, and like always I paid little attention to the mission introduction.  Look I am a big dumb monkey, give me a gun and point me in the direction of the enemies and I will destroy them.  I however rapidly failed the mission because guess what they wanted me to do…  that’s right sneak around and do some ninja stuff, using the nifty new takedown move that Three Dog just taught me.  I have a feeling that if this is the case… I will likely avoid these entirely because like I said before… stealth is not a thing that Belghasts do best.

Will It Blend?

farcry3 2014-01-26 12-10-21-89 All in all the game really is pretty fun, once they actually let you play it.  This game would have been so much better had they just created a simple reason for you to escape and let you pick up from the moment you get rescued by Three Dog without having to suffer through the horrible on-rails pseudo game play.  Hell I feel like it would have been better had your parachute just landed you in the middle of the native camp, and they simply told you that your family was captured.  Bam instant call to action, and instant adventure time.  If you can suffer through two hours of crap, then the game is pretty fun, or maybe you don’t dislike the modern on-rails psuedo-cinematic as much as I do.

In either case it is worth a play through, so long as you don’t end up paying much for the game.  This is definitely not going to be in the same league for me as Skyrim, Bioshock, Dishonored or even Just Cause 2.  However it is still pretty fun and I like the map control aspect of the gameplay.  I just wish there was more direct action early on that let me run amok and cause mayhem.  Granted you have to understand that I have not played Far Cry 2 either, I have only actually played the first one.  In that game you pretty much dropped straight into the action, and I was expecting the same from Far Cry 3.  I figured sooner or later I would give a review that I didn’t just absolutely gush over the game like I did about Hammerwatch and to a lesser extent Steamworld Dig.  I give Far Cry 3… 3 Mehs out of Meh.

The Wi-Fi Miracle

Aging with Technology

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It has been a really weird morning so far, and as a result I am getting an extremely late start getting a blog out today.  For starters I was up pretty late last night watching episodes of Lost Girl on Netflix.  Neither of us really seemed to want to get out of bed this morning, seeing as for both of us it was a holiday.  The original plan was to go up to my mother-in-laws and set up a printer.  However there were several other issues that needed to be dealt with at all.  She is in her 70s, and the fact that she is on Facebook is pretty damned impressive to me.  However technology as a whole is this black box for her, and she seems to be unable to decouple the existence of the internet with the existence of her laptop.

For weeks she has complained that her laptop isn’t working, and in truth it works completely fine.  What is at fault however is her internet connection.  Quite simply put she doesn’t have one.  That is not to say she does not sometimes have one, but internet is not a thing she pays for.  Instead years ago I installed a wifi router at my nieces house that lives adjacent to her.  The intent was to provide me internet access when I was up there during a family illness so I could continue to work while still being available.  By some freak if science the wifi signal was usable over at my wife’s mothers house. 

The Wi-Fi Miracle

Using Google maps to measure the approximate distance it is well over 200 ft, and passes through lots of walls between the access point at and the location where my mother-in-law has her desk.  It was absolutely amazing that it ever worked, let alone has continued to work until recently with a over seven year old wireless router.  But she cannot grasp or does not seem to believe that it is simply an issue of not enough signal strength.  At this point it could be so many different things, her new laptop could simply have a weaker wireless card, since good wi-fi coverage is just an assumed fact these days.  It could be that she piled more stuff in the back bedrooms, which the signal has to pass through.  Or it could simply be that the wireless access point is slowly dying.

Whatever the case she feels there is a  grand conspiracy to deny her access to Facebook.  In truth I was really not ready to deal with this issue today as I have never attempted to set up a wireless repeater, let alone tried to make two different access points work together.  We have a graveyard of old wireless routers laying around the house as we seem to burn through them every couple of years.  The last thing I wanted to do was try and install a semi-functional technology in the home of someone completely technologically confused…  and end up having to do house calls two hours away.  So we rescheduled for next weekend, and this week I need to research some options and get something ordered from Amazon.

Gauntlet Revival

Hammerwatch 2014-01-19 16-29-59-38 I am not really sure if yesterdays Steampowered Sunday post adequately covered how much I really enjoyed playing Hammerwatch.  By the time I stopped to write my blog post, I had played roughly 66 minutes.  By the end of the day I had logged well over 4 hours.  Shortly after posting my blog entry, I hooked up with 3 other friends and we discovered a bunch of new things about the game.  Firstly when doing multi-player you have the ability to add crutches.  Since we were still obviously learning the game, we added two really important ones.  Firstly we gave ourselves unlimited lives, which allowed us to brute force a few horrible areas of the game by simply respawning back into combat and bashing our faces against a wall until we got through it.  Additionally we added hit point regeneration… which was extremely slow… but just enough to help take the edge off things a bit.

With these added bonuses… we were able to push through to the third set of stages and down two world bosses.  I have to say the game just keeps getting more enjoyable and trickier.  It seems like each of the character classes has some really strong abilities.  The paladin that I was playing eventually got the ability to proc a stun on mobs, as well as the ability to deflect missile attacks from an ever widening frontal arc.  The warlock began getting some life drain abilities which greatly improved its sustain.  While I didn’t pay that close of attention to the Ranger or Wizard they both also seemed to get more and more lethal over time.  I have to say sale or no, this game is very much worth picking up.  The above image if from a really cool Gauntlet bonus level that we unlocked.  So much nostalgia. so many feels.

Hammerwatch

Steampowered Sunday #2

Steampowered Sunday episode was relatively well received, and that was a pleasant surprise.  So much so that it seems that my friends have conspired to grief me.  When I set forth on this journey I probably had a years worth of games to play before I needed any assistance.  However over the course of the week a good friend of mine, Ashgar, decided that I needed to play a game of his choosing.  So we made plans yesterday to meet up this morning and play some Hammerwatch multiplayer.  I have to say it was a really enjoyable hour, before I needed to leave due to some bad news.

Red Warrior Needs Food Badly

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For starters, Hammerwatch is the fruition of the yet another Steam Greenlight process.  You can buy it without discount for $10 from steam, and at that price I consider it well worth it.  However thanks to the insanity that is the steam sale, you can generally get it at a significant discount.  It is in every way the spiritual successor to the original arcade Gauntlet by Atari.  For those with no cultural reference to this king of all quarter munchers…  it is basically a four player game that focuses on each player providing a different class.  From what I have seen the single player game is just as enjoyable, but the real fun comes from multiple friends working together. 

Classes you have to choose from:

Paladin2 The Paladin

This guy is your basic melee class.  Special attack includes a really handy charge and if you time it just right you can deflect projectiles with the basic attack.  Upgrades later increase the frontal cone of the attack, which makes kiting mobs and killing them from the protection of a corner doable.

Ranger The Ranger

This is your standard archer ranged attack class.  We noticed that there was a significant damage drop off the further the arrows travelled.  Seemed to have the longest range of all of the classes but dealt the least damage.  Special attack is a bomb which comes in super handy when clearing large numbers of mobs.

The_Wizard The Wizard

This one threw me for a loop a bit.  I expected a long ranged fireball when in reality it only actually travels about 5 character lengths.  The special however is a really powerful dragons breath like attack that does massive damage to anything in a short arc in front of the wizard.

Warlock The Warlock

The Warlock is the oddest class.  It has the highest starting health, and really fast mana regen.  However it’s base attack is a relatively weak dagger melee attack.  The special however is a really powerful bolt attack with a range similar to that of the ranger but it seems to consume about half of the starting mana pool.  This is going to lead to some really different game play as I figure there will be a lot of the time you hang back waiting on your mana to recharge.

Hammerwatch 2014-01-19 10-46-39-09

Anyone who has ever played the original Gauntlet will recognize the game play immediately.  This is one of those games that I highly suggest you hook up a controller for.  Even moreso I found it far easier to control using a dpad as opposed to an analog stick.  By default player one will be set up to use keyboard controls, so make sure you switch things up before getting into game if you choose to play it with a controller.  The first thing to know about Hammerwatch is that the levels are custom designed and this is not a Rogue-like.  That means traversing each level happens in a non-linear fashion.  There were several times we had to go back to a lower level because a switch triggered something we could do down there. 

We started playing the game on normal mode, but to be honest we did not even last the first level.  On normal, heal options are very few and far between, so this lead myself and Ashgar to be moving around perpetually looking for the next apple or orange.  The positive however is that unlike its predecessor you cannot shoot the food.  You can however accidentally charge through two food items screwing your friend out of getting any.  Yeah I did this a few times when there were apples placed between dart traps.  Of note… the Paladin charge is totally a great way to cheese these.  Everyone else has to time the traps… something I learned when I was playing the ranger later on.

Hammerwatch 2014-01-19 11-15-31-16

Unlike Gauntlet, gold is not simply a scoring mechanism.  As you go throughout the level destroying barrels in the proud Diablo tradition, the coins you pick up get added to the purse of both players… which is a really nice mechanic.  I know I started out trying to ration my pickups to make sure I was not absolutely looting Ash into the poor house.  Additionally there are big coins that you can pick up called Vendor Coins.  If you look up in the lower right hand corner of the above screen you will see at this point we had picked up 4 of them, and each one gives you a permanent .5% discount.  The gold you collect is spent on vendors, and the above vendor is one that changes what your weapons do.  For example Sword Damage 1 increased the total amount of damage I dealt, and Sword Arc 1 as I mentioned above changed my sword swing from a 90* arc to a 120* arc making it far more useful.

During the course of the hour we spent playing we found weapon vendors, combo vendors and stat pool vendors.  The combo vendors introduced a new mechanic that if you kill 10 creatures within 1 second of each other you triggered your combo effect.  For example I ended up buying an ability that procced a heal whenever this happened.  Ash on the other hand decided to spend his gold on increasing the amount of time between kills, allowing him to get combos easier. 

Obviously both are useful and needed abilities, but unfortunately at the time we were near the vendor we only had enough money to purchase one.  Combo Nova was one I think we were both eyeing, as it did a huge AOE damage nova whenever you managed to get a combo.  The stat pool vendors were pretty self explanatory, allowing you to either increase your total health pool or your total mana pool.  I ended up purchasing a health pool bump which nearly doubled my total available health.  We were not nearly as good as we could have been about breaking barrels and picking up gold, so I imagine we could have likely afforded a lot more if we were more carefully clearing the rooms.

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My biggest suggestion while playing this game, is to trust your Gauntlet inspired instincts.  There was a mechanic that we just instinctively dealt with that did turn out to be exactly what we thought it was.  The game has mob spawners, that work just like they did in Gauntlet.  If you look above you can notice there are two brown spots on the ground.  I wish I had taken a picture of these before we destroyed them, but these were previously Beetle spawners.  Just like in Gauntlet they appear in a room full of the same kind of mob, and slowly over time spit out more of them.  They seem to be only triggered when you actually aggro the mobs surrounding them. 

The strategy that seemed to work is that Ashgar would gather up the attention of the mobs that were already spawned kiting them around… and I would make a beeline directly for the spawners taking them out.  One of the worst rooms we encountered had 5 worm spawners in them, and Ash through some streak of insanity managed to solo the encounter because I went off in a different direction.  That is another thing of note… this game is not limited to having both characters on screen at the same time, so as a result you can wander off in completely different directions and get lost.  I am thankful that we were both on mumble at the time as we went through the levels.  Ash and I play together enough, and have a similar enough viewpoint that our crude directions were usually successful in allowing us to meet back up.

Hammerwatch 2014-01-19 11-29-07-44

As you wander through the levels there will be various objectives.  If you look at the top of the screen you can see four indicators with numbers beside them.  These are in order…  Bronze Key, Silver Key, Gold Key and Extra Lives.  The keys work exactly like you would expect them to work based on the Gauntlet lineage.  You pick up a key and then walk into a wall of the same color.  There are many objectives that are hidden behind walls.  One sequence involved us stepping on four different runes, which then spawned a vendor coin and a treasure chest when the sequence finished.  The above image shows a sequence of four switches that apparently need to be activated to unlock the boss of the level.  We however did not survive long enough to actually see what a boss looks like.

The bane of our existence seemed to be spike traps…which I did not unfortunately get a screenshot for.  There were multiple varieties of these, some were switch puzzles that involved opening up a clear path through the spikes.  Other instances were simply timed puzzles that involved moving through them in a pattern as they cycled on and off.  In all cases however they were essentially a oneshot kill.  Figuring these out pretty much accounted for most of our lost lives.  I figure going in again we would fare far better.  The nastiest surprise is while moving across a large field of synchronized spike traps… that mobs would in fact follow you across.

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Like I said we started the game on Normal and found it to be extremely challenging.  Briefly before I needed to log for a bit we tried playing different classes on Easy mode.  Primarily the only real difference that I could tell is that they were a lot more healing options.  Where on normal there would be a single apple spawn, there might be three on easy.  The mobs dealt the same amount of damage and seemed to spawn in the same numbers.  We did extremely poorly because really… we chose classes that were not well suited for our play styles.  I tried the Ranger and Ash tried the Wizard.  In truth the Paladin/Ranger combo was just about perfect for the two of us, so I think switching to playing the game on easy we would have made it through to the boss without any issues.  I think we did fine for two complete noobs to the game.

Hammerwatch 2014-01-19 11-31-04-05

One of the cool things about dying however is that you get a nifty graphical breakout of all of the statistics of the last play session.  As you can see, Ash totally kicked my ass in total damage dealt.  While not worth taking a death for, it does seem to a little bit of a consolation prize that you get to see the cool info about what just happened.  To wrap things up, if you were like me and you spent large chunks of your childhood feeding your allowance a quarter at a time to Gauntlet…  this is a game you will really appreciate on so many levels.  If you are like Ash and way the hell too young to have experience Gauntlet when it was an actual thing…  but tend to have an appreciation for the classics.  This also will likely be a really fun experience for you.

However if you are someone who needs cutting edge graphics and deep story interaction.  This is not your game.  It is old school quarter munching dungeon crawling at its finest.  However in this case you cannot simply feed the beast more money to save your sorry ass.  You have a limited number of lives and cannot pay to make up for your lack of skill.  I figure given time I will cease sucking quite as bad as I did during this little play session.  I would definitely buy the game again given the chance, and I might gift it to someone in the future to spread the madness if playing this becomes a regular occurrences.

How Are You Liking This?

So I am curious… how are you enjoying Steampowered Sundays?  This is only the second one but I am curious about what you like and don’t like about this approach.  I am also interested in any suggestions for types of games you would like to see me play.  Generally I am looking for a game I can get in for a few hours Sunday morning and get enough of a feel for it that I can do a write-up.  Additionally I am limiting it to games that I have either not played at all, or have only played for less than an hour… preferably less than 30 minutes.  I have a large backlog of games so I am sure I can keep finding something that sounds interesting each week.