Guild Wars:
Gameplay

By Shamus Posted Friday Jun 20, 2008

Filed under: Game Reviews 42 comments

Let’s break Guild Wars (Prophesies) down into its distinct player goals and activities. You know how we do.

Story

What really sets Guild Wars apart from other MMO games (or whatever we’re calling this thing) is the fact that it even has a story at all. Most MMOs don’t have stories, they have settings. They have an initial state or premise that provides conflict, and you participate in that conflict, forever. (Or until you cancel.) But here we have a story that allows player actions to impact the world itself. The world undergoes drastic changes as the player moves forward, and they are a major part of those changes.

The story here is surprising in how conventional it is. This is a world of fantastic magic, but the conflict portrayed isn’t against some extra-dimensional evil from beyond the nether that threatens the very fabric of reality. It’s pretty much just a war. It’s a war that goes quite badly for the good guys at first, but in the mid stages of the game they aren’t telegraphing a coming conflict with one guy who is behind the whole thing. There doesn’t seem to be a rift that needs closing by a lone hero. No gathering up of the seven shards of awesome holy problem-fixing. No necromancer to kill so that his whole army will collapse into dust and then daises and sunshine appear. No chosen one. And strangely enough, no Prophesies. (Yet.) It’s just a war where the enemy got hold of a tactical advantage (a new magic that lets them fireball a city at a distance) and the good guys are forced to take a beating until they can come up with a way to counter it. Perhaps the story will pick up on one of the more familiar tropes once things get a little further (I’m nowhere near done with the game, and it is called prophesies after all) but for now I’m enjoying the novelty of a story that doesn’t start with the chosen one and end with the defeat of Baron Von Badass.

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Gameplay”

 


 

My Comment on a Comment on Your Comments

By Shamus Posted Friday Jun 20, 2008

Filed under: Random 58 comments

This is the nicest compliment I’ve seen in weeks. Someone linked to one of my posts on Hellgate: London, and the second person in the comments has this to say:

The strangest thing about that article is the comments… comment after comment of coherent English and paragraphs.

I rarely draw attention to this, lest I upset whatever alchemy has created this rare oasis of wit and civility. The comments on this site stand in stark contrast to the childishness and idiocy that flourishes elsewhere on the net. I know it, and I know I’m fortunate in this regard.

It would be arrogant to the extreme for me to try and take credit for the quality of the comments on the site. (Aside from, you know, the ones I wrote. In which case I must accept both credit and blame.) As much as I’d like to believe that my writing has drawn in an unnaturally rich supply of clever people, I know the truth is that I’m in debt to all the nice people who take their time to be thoughtful, articulate, and witty in the comments.

For this you have my heartfelt thanks.

 


 

Guild Wars:
You Can’t get There from Here

By Shamus Posted Thursday Jun 19, 2008

Filed under: Random 50 comments

My number one complaint with Guild Wars (Prophesies) is that the outdoor areas have a really bad case of habitrail. You can sometimes see where you’re going, but you can’t get there without meandering all over the place like little Billy in a Family Circus comic. The map usually shows a green arrow to indicate your destination but knowing the direction you want to go is useless when you’re at the mercy of snaking, branching trails. I think they should replace that icon with a piece of cheese, because I usually felt like a lab rat running a maze by the time I reached it.

Sometimes you’ll see where you want to go, which is usually another path, just like the one you’re on, but down a tiny little dirt slope. But you can’t just jump down. No, you have to embark on some sort of Lewis & Clark expedition to find the route down there, walking over hills and through canyons and fighting waves of bloodthirsty foes before you reach that spot ten feet below you. Hills divide the landscape like walls, blocking your view of the gorgeous horizon so that you spend most of your time staring at brown and beige hillsides.

Below is the path you follow for one of the missions in the game. For the most part your mission is just to walk from A to B with a few stops along the way, but check out the route imposed on you by the terrain:

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You Can’t get There from Here”

 


 

Mass Effect: Three Strikes

By Shamus Posted Thursday Jun 19, 2008

Filed under: Rants 57 comments

Allow me to dig up the old story about the activation system that is part of Mass Effect and is destined for Spore. The rumor was that you could only “activate” the game three times. Before launch they said this:

This solution allows gamers to authenticate their game on three different computers with the purchase of one disc. EA Customer Service is on hand to supply any additional authorizations that are warranted. This will be done on a case-by-case basis by contacting customer support.

And now that they have your money they say this:

ea_drm.jpg

The Slashdot thread on this is still smouldering a little, but I didn’t see anything there we didn’t cover here a hundred times already. I am happy to see the outrage spread, though. Just remember, you agreed to the poisoning when you installed the product.

Tell me one more time: Which side is the thieves and which side is the people just protecting their investment? Because I can’t remember now.

 


 

Guild Wars:
Massively Single Player

By Shamus Posted Wednesday Jun 18, 2008

Filed under: Game Reviews 41 comments

I missed a few notes in my last post, so let’s back up and talk about what this thing is before we talk about how it works. Also, we need some screen shots. (Because this game is an excellent excuse to put pretty pictures on my website.)

Yes, this game engages in gleeful and shameless pandering. Fans of ancient Chinese naval vessels rejoice!
Yes, this game engages in gleeful and shameless pandering. Fans of ancient Chinese naval vessels rejoice!

Many people are pointing out to me that Guild Wars is not an MMO, and they’re right, although I’m not sure what we should call it. The game has two parts. One is the PvP area, where you can create a full-on maxed-out character and then go and do whatever the PvP types do. The other half of the game is what concerns me, which is the campaign mode.

In campaign mode, you play through a single-player style story. But, you know, online. The towns are a shared space, where you can see everyone else who happens to be in town. You can think of the towns as being massively multiplayer. But as soon as you leave town you enter your very own copy of the wilderness where you’ll fight monsters and do missions to advance the plot. You don’t have to worry about kill-stealing players or people trying to ninja your loot. You’re alone (although you’ll need to have some NPC henchmen with you if you want to get anywhere) and the only way you’ll see another player is if you join their group and go adventuring together.

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Massively Single Player”

 


 

Guild Wars: First Impressions

By Shamus Posted Tuesday Jun 17, 2008

Filed under: Game Reviews 93 comments

MMO games have a logic, language, and culture all their own. People talk about using, “AoE to aggro mobs”, and such. While I’ve worked out the basics, you can’t assimilate to something this big in so short a time. I’m still a newbie, and many of these comments apply to MMO’s in general and not just Guild Wars.

I will say this game is exceedingly pretty. The landscape is pretty. The particle effects are pretty. The weather is pretty. The women are pretty. The men are pretty. Especially the men. This game has less testosterone than a romantic comedy with Hugh Grant. Even the beefy warriors have a certain preening, metrosexual look to them. This is what the world would look like if you transported several thousand magazine models and clothing designers into the middle ages. Nobody has the wit to invent a steam engine or a printing press, but they are able to mass produce frilly underwear, boxer shorts, and hair gel for their army. I’ve been seeing screenshots of this game for years, and I had always just assumed it had a modern theme, based on the hair and Victoria’s Secret getups. But no, this is actually another permutation of Ye Olde Swords and Fireballs All Up In Thine Business.

I actually find it hilarious to see this kingdom of people living in this burned out ravaged wasteland of dust and ash, running around with their spotless clothes, fabulous hair, and perfect skin. Obligatory: I guess that’s why they call it fantasy. It certainly makes the game fun to look at.

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Hellgate:London
Uninstall

By Shamus Posted Tuesday Jun 17, 2008

Filed under: Game Reviews 24 comments

The uninstaller sat for five minutes, spinning the hard drive but not moving the progress bar. I gave up, killed the process, and just deleted it manually.

At least it was consistent, making sure to disappoint me each step of the way, all the way to the end.

Sigh.