Category: Gaming (page 25 of 73)

Looking Ahead at Guild Wars 2: Professions

Courtesy ArenaNet

Has it really been almost a year since I last discussed Guild Wars 2? Sheesh, it’s like I’ve been busy or something. But the release of the game is now a mere 20 days away, and I am finding myself a little flummoxed with indecision. Normally, with games such as this, I will have a main character with whom I’ll do the bulk of my adventuring and role-playing, and several alts with which I’ll dabble. But with the game eschewing traditional ideas of class roles and boasting a diverse stable, I’m not sure where I’ll begin. I’ve discussed the races previously, and now it’s time to tackle the professions.

The Warrior, Ranger, and Thief professions are, perhaps, the most traditional ones that will be available. Like all professions in Guild Wars 2, however, each has access to a variety of weapons, and the equipment you carry determines the skills you have available. Warriors are almost always in-your-face damage dealers, but it’s also possible to carry a shield for some damage mitigation or switch to a rifle when you want to deal damage at range. Similarly, while Rangers are traditionally striking from afar, they can also use dual axes or a sword and dagger combination to get up close and personal. While a Thief can go the traditional daggers route or keep their distance with a brace of pistols, they also can actively steal from an opponent, gaining a situational weapon and skills to change up their role on the fly.

A few of the professions are concerned with controlling the battlefield. Engineers use turrets, mines, grenades, and elixirs tossed from their tool belts to either help their allies or hinder their foes. The tools available change based on the loadout the Engineer has chosen. Guardians, as well, have abilities that can assist those around them or wreck havoc on the enemy. The Guardian combines their variety of weapons with the drawing out of one of three virtues – Courage, Justice, or Resolve – to produce effects that hinder enemy movement, protects allies, or turns the very ground beneath their feet into the best place to be for carrying on the fight.

The aforementioned professions fall into the categories of ‘Soldier’ or ‘Adventurer’. ‘Scholars’ are what we would traditionally consider “magic-users” but even among these professions, there is diversity and depth. Elementalists focus on attacks that utilize one of the four elements – Earth, Air, Water, or Fire – and the character can switch between them at will just as they can their equipment. Necromancers steal the life force of their foes, using it to fuel their dark magic and weaken the enemy while summoning minions to do their bidding. Last but never least, the Mesmer is a master of illusion and misdirection, distracting the enemy with clones and phantasms that can shatter and cause all sorts of mayhem for anybody unfortunate enough to be standing nearby.

The professions that hold the most interest for me are Engineer, Guardian, and Mesmer. Engineer should come as no surprise since I played ranged classes in previous MMOs almost exclusively. However, the Guardian’s various Virtues and variety of ways to support the party while controlling opponents is very appealing, as is the Mesmer’s plethora of illusionary abilities. I also have character write-ups for each of these classes. I will simply have to pick one when Guild Wars 2 releases in just a few short weeks…

Walking Synergy

Courtesy Wizards of the Coast

I need to stop taking such long pauses between Friday Night Magic bouts. I mean, I can’t help it with the family reunion coming up next week, but if I’m not careful, some of my best cards will rotate out with the advent of Return to Ravnica in October! And we certainly can’t have that.

On a related note, my favorite planeswalker has thus far been underused. This may be because he can have some difficulties defending himself, and he seems to walk a line between control and aggression that can make him hard to place. But two of the colors towards which I lean most strongly are represented in him, and considering the raw deal he got at the hands of that amateur novelist Robert Wintermute, I really want to get him out there before the Scars of Mirrodin block becomes a Modern relic.

I speak, of course, of [mtg_card]Venser, the Sojourner[/mtg_card].

Let’s ignore his ultimate ability for now (even if it is highly kickass). It was the -1 ability that caught my eye and got me thinking. You see, until recently, I was working on a deck that was mostly about building card advantage and used creatures that took advantage of that, such as [mtg_card]Sturmgeist[/mtg_card] and [mtg_card]Psychosis Crawler[/mtg_card]. It tested all right but I felt there was something missing. It took a little too long to get going without proper control or means to defend itself, and single beefy creatures are also big fat targets to matter how exalted they become (thanks for bringing that back, M13).

But lots of creatures, suddenly unblockable? Now there’s a game-winning notion. But how to generate enough creatures to be a legitimate threat?

Oh, hello there, Vengeance at Dawn, I didn’t see you standing there.

Courtesy Wizards of the Coast

Seriously, the amount of synergy that exists between these three planeswalkers is astounding. Both Elspeth and Sorin create creatures, which Venser then makes unblockable. Ah, but how to make sure Venser does not get owned, outside of using the tokens the other two generate? Enter [mtg_card]Blade Splicer[/mtg_card]. She generates a token every time she enters the battlefield, and a pretty beefy one at that. Combined with [mtg_card]Intangible Virtue[/mtg_card] you’re talking some serious bodyguards. I played around with a couple configurations before reminding myself that you can’t just throw every card you like into a deck and see if it works.

Much like in writing, I had to kill my darlings. So out came [mtg_card]Consecrated Sphinx[/mtg_card] and [mtg_card]Captain of the Watch[/mtg_card]. Instead, [mtg_card]Champion of the Parish[/mtg_card] and [mtg_card]Silverblade Paladin[/mtg_card] provide some great power-for-cost ratios. There aren’t as many humans in the deck as there were when I ran [mtg_card]Gather the Townsfolk[/mtg_card] but both the Champions and my planeswalkers will benefit from [mtg_card]Tezzeret’s Gambit[/mtg_card]. The Paladins are also good blink targets for Venser, as I can always re-pair them if the non-Paladin of the pair is destroyed for some reason. The means to make creatures exalted and the pair of Swords I have round out this deck.

[mtg_deck title=”WUB Planeswalker Shenanigans”]
Creatures
4 Doomed Traveler
3 Blade Splicer
2 Champion of the Parish
2 Silverblade Paladin
1 Sublime Archangel

Spells
4 Lingering Souls
4 Intangible Virtue
3 Tezzeret’s Gambit
3 Oblivion Ring
1 Sword of Feast and Famine
1 Sword of War and Peace

Planeswalkers
2 Sorin, Lord of Innistrad
2 Elspeth Tirel
2 Venser, the Sojourner

Lands
6 Plains
4 Island
4 Glacial Fortress
4 Isolated Chapel
2 Vault of the Archangel
2 Moorland Haunt
2 Cathedral of War
2 Swamp

Sideboard
3 Revoke Existence
3 Celestial Purge
3 War Priest of Thune
2 Terminus
2 Grafdigger’s Cage
2 Devastation Tide
[/mtg_deck]

I know it’s technically an Esper deck with its color combinations, but the WUB joke was just too good to resist. Besides, it’s predominantly white and blue now outweighs black, so the order makes sense.

I’ve tested this deck so far with Deck Stats and opening hands are promising. I need to get my hands on the Blade Splicers to make it a reality, and I have time for that to happen before the October deadline.

Come on, guys. Let’s get some wins happening!

Console vs. PC

X-Box Kitten

There was a time, and some of my younger readers may not remember it, when the line between PCs and gaming consoles was as bold and clear as they come.

In these nascent days, PCs were struggling to generate more than a few colors, while consoles had between 6 and 8 bits to work with. Consoles delivered shoot ’em ups in the style of Galaga, Defender or Yar’s Revenge while PC games, such as they were, often took the form of Zork and other text adventures. Around the time the NES hit the states, introducing classic platforming along with it, PCs began to improve as well, their adventure games becoming more complex and adding simulations to the stables. SimCity and flight simulators had a depth difficult to replicate on a cartridge, while the fast-paced action of Contra, Blaster Master, or Double Dragon was exclusive to the consoles.

Eventually, this began to change. PC games like Wing Commander and Stonekeep provided full-motion video and fully voiced characters, while console games started to branch out into areas like role-playing games. Doom also closed the gap and paved the way for the genre we now call ‘first-person shooters’. Suddenly, you could get your pulse-pounding action on a PC and some really touching storytelling on a console. Crazy, right?

Nowadays the lines have all but been erased. Games are released for multiple platforms all the time. And yet, some seams are still showing.

When a game is conceptualized for a console, and then ported to PC, it can be challenging to keep in mind everything involved with such a feat. PCs vary wildly from user to user, especially as costs of parts has decreased while user knowledge and desire for customization has increased. PC gamers like their machines scalable, with great potential for upgrades and as much longevity as possible, meaning parts can be swapped out at any time. Developers porting a console game need to be aware of this, as well as the many options a PC gamer will be looking for: screen resolutions, texture quality, FOV, and so on. It can be pretty daunting.

Even if a console port is done correctly (say with one of Rocksteady’s excellent Batman games) it can be hard to fully shake off the console’s influence in things like controls. A game that is oriented towards buttons getting repeatedly mashed or relying on the intuitive nature of controller use can feel clunky or unwieldy when using a mouse and keyboard. Thankfully, all one has to do in these cases is plug a controller into the USB port. Most console games will rejoice at this decision! Unfortunately, not all PC games go the other way.

Dungeon crawlers like Torchlight, real-time strategy like StarCraft II, MMOs like World of Warcraft. MOBAs such as League of Legends… these are games that are unlikely to appear on consoles. The games in these genres rely heavily on the many keys of the keyboard paired with the precision of mouse control, and unless consoles begin to widely accept that sort of interface, transitioning control schemes to a gamepad would be insurmountably difficult. There’s also the fact that mouse and keyboard continues to be arguably the best interface for first-person shooters, as the mouse provides for true precision aiming while the keyboard makes accessing things like different weapons and gadgets quick and easy.

Finally, some developers continue to make their games exclusively for one platform or another. CD Projekt made both Witcher games exclusively for the PC, while the God of War franchise is almost entirely kept on consoles. There’s nothing necessarily wrong with choosing one platform over another for developing some new entertainment, but it does illustrate that key differences remain between consoles and PCs.

While I am predominantly a PC gamer, I do like console games and find some titles just work better with a controller. I think it’s entirely possible to have the best of both worlds. Differences yet remain between the two, but for me, the war is over. Let peace and gaming reign.

Steamy Aftermath

Courtesy Valve
It’s judging you.

Valve is an insidious bunch.

Not in the vein of a Bain Capital, Blackwater, or Monsato, mind you. I don’t believe they’re deliberately attempting to ruin lives through cold, impersonal profiteering. It’s undeniable, though, that events like the Summer Steam Sale, which just ended this past Sunday, are affairs during which the software developer and distributor basically prints money. They also make it very difficult for other companies to start or maintain digital distribution services.

Case in point: on the last day of the Steam Sale I saw Galactic Civilizations II was deeply discounted. Being a fan of 4X games, especially those set in space, I momentarily lamented the state in which the sale had left me (which I’ll get to in a moment). But then I remembered I bought GC2 some time ago from the publisher, Stardock. Curious, I looked into how to redownload the game and its goodies, hoping I could activate it on Steam. Sadly, not only was that not an option, but I also was forced to download and use a GameStop application to get the games.

Now, GameStop in general turns my stomach. The fact is, though, that their little app is functionally no better or worse than Steam, or EA’s Origin. However, Steam has already tied itself into so many games and collected so much revenue that it’s difficult to stop. Gabe and the folks at the Valve office may be making money hand over fist, but at least their company is one I feel more comfortable dealing with and support than the likes of EA or GameStop.

I can’t deny, though, the diabolical nature of Steam’s deepest discounts. This highly-recommended game is $10 one day, this lost gem is $5 the next, and so on. Those charges, while small in and of themselves, do tend to add up. Especially if the event is a week long, or longer, you may find yourself destitute by the end of it, and downloading more games than you could hope to play within a reasonable amount of time. I haven’t finished the first Witcher, for example, and now Witcher 2 is waiting to be played immediately after, provided I can find the time around sessions of Binding of Issac, The Walking Dead, and Batman Arkham City to name just a few.

The thought has crossed my mind that I could play a lot of these games marathon-style for the next Extra Life event, coming up in October, but my original plan for that was to do a Wing Commander marathon instead. More details later. The bottom line is, for all of their good business practices, decent public relations, and excellent game design, in the aftermath of this latest sale I can’t help but think there’s something to the notion that Valve may be secretly evil.

Chuckin’ Dice

Dice

There’s something soothing about the rattle of polyhedrals. As immersive and rewarding as an experience can be when the game in question involves role-playing and character sheers, the tactile feeling of dice rolling around in my hand is just as good in other games. Playing things not based on the computer is a relatively uncommon experience these days, but with so many good memories and a few choice games eagerly awaiting to be played in my closet, I do want to increase the frequency at which I chuck dice.

Old-School Games

My dad introduced me to grand strategy on the tabletop at a young age. We played a lot of old Avalon Hill games together, ranging from historical engagements to one based on Starship Troopers. The scale of our games varied, from the great naval battle of Jutland played out on the living room floor while things got rather personal during Advanced Squad Leader. We’ve tried several variations on Risk, finding the Lord of the Rings version to be, perhaps, the most appealing. We’ve also had long campaigns of War of the Ring, Fortress America, Shogun, and Axis and Allies. We’ve even found ways to play these game via email, and while it’s fun, it just doesn’t quite capture the feeling of dice in your hand.

Miniatures

I’ve dabbled in the world of tabletop miniatures gaming in the past. I still have all of my books for Warhammer 40,000 and WarMachine. Plastic and pewter soldiers do have more presence than cardboard ones, adding dimension to the action taking place. The downside is that even a small, basic force can be massively expensive, and assembly and painting eats up a lot of time. Part of the reason I enjoy the Dawn of War video games is the ability to field massive forces of my favorite grimdark armies without having to shell out for, glue together, and paint up an embarrassing amount of miniatures. While it’s something I could get back into, between my Magic habit, a slew of video games to play, and other tabletop games, I know better than to really delve back into that world.

The New Stuff

Settlers of Catan is a game I was introduced to some time ago, and it remains fascinating to me, bloody struggles for land replaced by trading wood for sheep with my neighbor. Resource management and diplomacy may not sound like very interesting stuff, but games that focus on interpersonal dynamics and frame competition in ways other than direct violence do tickle the intellect in interesting ways. Co-operative games, as well, break away from the usual slugfests. Arkham Horror is a particular favorite, and I have picked up Pandemic to see if the experience is similar. I mean, sure, sometimes you just want to blast your buddy, a niche that Frag and Munchkin fill nicely. But I also seek new takes on old favorites, like introducing my family to Ticket to Ride as a much faster and more friendly type of Rail Baron game. As much as I don’t get to play these games terribly often, there’s still good times to be had chucking dice around, if just for that tactile feeling and spending time with people away from glowing screens and klacking keys.

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