The resurrection of Gods & Heroes

In October of 2006 I went out and picked up a copy of the now defunct Massive magazine (a short-lived publication from my one-time colleagues at Computer Games Magazine, nee Strategy Plus). Why? Because it had a code to get into the Gods & Heroes beta. G&H was an in-development MMO coming from Perpetual Publishing.

It took until August 2007, but I finally got into the beta. Along the way Sony Online Entertainment announced they’d be a “co-publisher” of the game. Then they backed away and said they’d be a marketer for it. Meanwhile Perpetual kept laying people off. Then in October of 2007, they canceled the game to focus on the other MMO they were working on: Star Trek Online. Needless to say, Perpetual never published STO: they went bankrupt and faded from existence.

Fast forward to February 2010, when Heatwave Interactive announced that they’d acquired the rights and assets for Gods & Heroes and were going to publish it in 2011.

Today I once again entered the beta of G&H, and what a strange experience it was. After a few minutes of playing I started recognizing areas I’d been to 4 years ago. The graphics feel kind of old (though they aren’t bad) and the gameplay feels a bit like a throwback. Quest NPCs have markers over their heads, but you have to read quest texts to know where to go to complete a task. There’re no “Go here to complete the quest” markers or anything like that.

I liked it, even if things felt kind of rough to me. One of the big draws of G&H is that you eventually form squads of yourself and NPC minions. I didn’t get too far into that now or in 2007. I got one minion and she’s essentially a DoT so far. A pet. We’ll see what things feel like when I have a few minions.

I can’t see G&H being a mainstream hit; it just doesn’t feel modern enough. But for us old-timers who were playing MMOs way before WoW came out (or who fondly remember Vanilla WoW), it might offer some nostalgic fun. I only played for about an hour so I can’t give any deep insight into the game yet. But I can’t help but hope that Heatwave carves out a niche for themselves. I was really disappointed when G&H was canceled and I’m delighted to see it getting a 2nd chance.

Wurm Online vs Real Life

Last night was my 3rd evening in Wurm Online. I once again had fun.

Before I went back to my wandering I took some time to work on skills. I chopped down a tree, then chopped the tree into logs, and then whittled the logs into shafts and staves. Then sawed up some planks. I didn’t have anything to do with this stuff…was just getting a feel for how long it took to do make things. It takes a long time.

It’s fun, don’t get me wrong. I wasn’t using the Wiki so I was just combining random items to see what I could make. During my time I got 1 point in lumberjacking and 1 point in hatchet. Since a free account is capped at skill level 20, I see I could play for a long time on a free account. My highest skill is forage, at 3. 🙂

Next I whittled up some kindling, started a fire and cooked up a lingonberry and garlic casserole. By the time I’d made two of those I was getting bored of sitting by the side of the road and decided to continue on with my adventure to find Moxie’s Cherryglade Farm. I got turned around early on and had to backtrack. I was cutting through someone’s estate when I turned around and *eep!* there was a person there!

I dunno why it startled me, but it really did. I felt a little bit guilty, like I shouldn’t be wandering around their property. Population density in Wurm is pretty low and to just stumble into another player in the middle of the woods was surprising. I told the person they had scared me, got a ‘LOL’ response and headed on.

Second time was a charm and soon I found the road through The Grand Steppe. It’s big! I was out in the middle of nowhere when I saw a couple of huge scorpion carcasses. I swallowed nervously. I don’t know what the death penalty is like but I’m pretty sure a bunny could kill me if it wanted to. I still have no clue how to fight. I assume I activate a weapon then right click on a mob? But that’s a guess. I looked around worried about live giant scorpions, but none were found.

As I continued on I saw more and more carcasses of things that could’ve killed me had they been alive. I was getting pretty thirsty by this time, and remembered Moxie warning me to get a good drink before I started my trip. And then shimmering in the distance I saw a barrel by the side of the road. I thought it was a mirage but no…some generous soul had taken the time to leave a barrel of good drinking water right out in the middle of the Steppe. I wished I could leave a note or something, thanking the person.

I headed on. Eventually the Steppes ended and I was in wilderness. I saw a settlement with smoke rising over it. I headed over to see what was cooking. Eep! Lava spiders were cooking. Well, they were smoking anyway! I ran as fast as I could but they took no heed of me. Onward then. A bit later I heard a wolf howling. Then a bear growling. I was whipping my head back and forth, trying to locate the vile things. And then I ‘heard’ (in chat) two adventurers talking. “There’s that damned wolf, want to go after it?” said one. “KK” said the other.

A few minutes later I came across the pair, and their two pet bears, standing over the carcass of a wolf. I waved and skirted past them, eyeing the bears anxiously. A few minutes later I came to a tower near Mist Lake and decided to call it a night.

Quite an adventure, eh? Or was it? I made 2 casseroles, earned 2 skill points and traveled a little ways across the world. That’s what I had to show for my evening’s gaming time.

I had a ton of fun, don’t get me wrong, but I can see my pace through the Wurm Online experience is going to be S-L-O-W as heck, given the limited amount of time I have for gaming these days. Ergo the title of this post.

Yesterday I was all set to throw some real money at the game in order to buy a deed and start building a cottage for myself, but now I’m thinking that’s a bit pre-emptive. It might be better for me to remain a wanderer while I gradually build up some skills so when (or if) I start to pay I’ll at least be able to make some progress in the building.

On the other hand, owning a plot has its own rewards. I can leave stuff laying around and it won’t poof, as far as I understand it. I can make it so no one else can chop my trees or forage my lands, so I’ll have a steady place to practice those skills. A “square” of land can only be foraged once every 24 hours (of real time I think) so it can be really hard to find a place to practice those foraging skills, and you seem to need to forage up a good amount of materials while starting out.

So I dunno. I’m a bit on the fence now. I absolutely find Wurm Online fascinating, but I find EVE Online fascinating too, but in practical terms I don’t have the time to play EVE, so I just limit my enjoyment to reading about it. Wurm might fit in that same box. I’m not writing it off yet, but it may be the kind of game I just read stories about, rather than playing. At least until life calms down a bit… which will probably be a few minutes after they pound that final nail in my coffin!! 🙂

Bootstrapping RPGs

This week I’ve been devouring Moxie’s Wurm Online posts over at BattlePriestess.com. I just had to try it again.

The first time I started Wurm Online I spawned into a mysterious world and as I was looking at settings to figure out what key did what, some dude ran up to me and attacked. As I tried to figure out a) if I had a sword and b) how I would use one if I had it, he killed me. I respawned and a few seconds later he (or someone else) killed me again. That was the end of my 1st Wurm Online experience.

Now though, there’s a PvE server and *gasp* a bit of a tutorial. Getting into the game was much, much easier and soon I was roaming this world, still totally lost and clueless but drinking in all this potential. Wurm Online really hits me as a ‘graphical MUD’ in the best sense of the phrase. Anything seems possible (I’m sure it isn’t and I’ll hit limitations soon) but you need to use your imagination to supplement the graphics. 🙂

I haven’t done enough to tell great stories like Moxie is doing; hopefully those will come. But I wanted to talk about why I’m so delighted by the game.

Bootstrapping. Y’know, starting with nothing and building up to something. Minecraft is another game that scratches this itch (no coincidence since Notch was an early dev on Wurm Online, or so I’m told). In Minecraft you start with just your fists and punch trees to get wood to make wooden tools so you can dig up stone to make stone tools, etc, etc. The best part of Minecraft, to me, is starting out. Once I’m “secure” and established I start losing interest to some extent.

Wurm Online does the same kind of thing. For instance to make some basic food you use your shovel (you are given a few tools to begin) to dig up clay, then use your hand to make an unfinished clay bowl. Then you use an axe to chop down a tree, use your axe again to shop the tree into logs, then use a carving knife to turn a log into kindling, then use the kindling and a flint to start a fire. Feed more wood into the fire, then put your bowl into the fire to Finish them. Then forage for berries and herbs and cook them together in your bowl to make a meal.

So easy! LOL

I *love* this kind of thing! I love it both in games and stories. Stuff like Eric Flint’s Ring of Fire series (where a modern town is transported back to 1632 and has to rebuild their tech), or William R. Forstchen’s Lost Regiment series (where a Civil War regiment gets transported to another world where people are essentially cattle for another species, and again they use their technological know-how to rebuild). For that matter, this week’s episode of Stargate Atlantis dealt with the same kind of thing!

What I love about this ‘genre’ of game, though, is that it is based around building up, rather than destroying. Sure there’s combat and stuff but crafting is about creating more complex items out of simpler ones, and that scratches a deep itch in my psyche. The Harvest Moon games tend to scratch the same itch, too.

Anyway dear friends, I was wondering if anyone else out there loves this same kind of gameplay, and if you have any other game (or book!) suggestions that cover this same kind of theme of starting from nothing and building up. (Actually now that I think of it, a lot of RTS games touch on this too, to a lesser degree.)

Tension between narrative and gameplay in single player games

I finished Portal 2 today. No spoilers, I promise.

A lot of people have griped about the single player campaign being too short. I think, if anything, it was too long. I’m considering length of the campaign in a vacuum here, without regard to the $60 price tag. My determination revolves around questions of whether there was enough narrative and fresh gameplay to carry the length of the game.

I’m a fan of narrative. I love stories. I love making them up, reading them, and uncovering them. Y’know those linear JRPGs that so many gamers look down their nose on these days? I love them because I find it fun uncovering the story inside, even if I have no real control over it. It’s like an elaborate adult version of connect-the-dots. (Do they still make those?)

So back to Portal 2. Early on I was loving the gameplay. Portal is essentially a series of puzzles. I’m not often a fan of puzzles but the kinetic feel of Portal makes this style of game fun for me. And it was (I thought) funny. That was on Tuesday when it was fresh and new to everyone. I quickly got caught up in the narrative and wanted to see what came next.

Wednesday it was fun too. Thursday I believe I skipped, and by Friday spoilers were getting past my spoiler barriers. I hate spoilers, but so many people were playing and finishing Portal 2 that they were inevitable. I’m not saying anyone was being an asshat about it, but you get enough tiny bits of info from different people and you can start to piece together what’s going to happen. I won’t give examples because… no spoilers here!

As I got deeper into the game, the puzzles became more elaborate. Most of them weren’t hard but after some time my brain would just start to freeze up and I’d need to take a break. When I’d come back I’d have an “a-ha!” moment and start making progress again. That, to me, is a sign of good gameplay design.

The problem was, the further in I got, the more interested I became in the narrative experience. Those breaks started to bug me because I wanted to find out what happened next. The situation was compounded by the external force of spoilers; I was eager to finish the game before the story was completely ruined for me.

By the time I finished, after essentially spending all my free time today on the game, I was feeling pretty sick of it. That’s a shame, really. It’s got both fun gameplay and fun narrative, so what went wrong?

First was the rushing to finish. That was a huge part of it. But the other problem was one I see time and again in games. The narrative pacing slows down the farther into a game you get. This is generally because the actual gameplay gets more challenging. When you start to die and reload over and over again, that stretches the real-time between plot points. This slow-down probably isn’t apparent on the designer’s story-board, unless they’re smart enough to factor in “by now the player will probably be feeling pretty frustrated and will take a break.”

This slow-down feels exactly the opposite of most other kinds of story telling. Generally the early parts of a story are slowest and things build to a frantic climax by the end. Game designers focus on building the gameplay to a frantic climax, which usually means tougher and tougher boss battles the closer you get to the end of the game. They anticipate that gamers want to walk away having beaten a tough challenge and feeling good about that. The practical result of this is that the story bogs down. For me, when the story is bogging down because the gameplay difficulty is spiking, the designers have failed me. The cadence of the experience goes to shit. It happens all the time.

I don’t know that there’s a way to “fix” this. It’s just an observation. I certainly don’t want game designers to stop trying to tell stories with their games. Stories are why I play single player games. I don’t give a fig about challenge levels, really.

Portal 2 really wasn’t so bad in this aspect; I don’t mean to single it out. But this is the first time in a long time I’ve played a really popular single player game at launch, and so felt a pressure to ‘keep up’ so as to avoid spoilers. And so as I grew more and more frustrated watching the clock roll forward and really wanting to progress and see how the story ends, it struck me how ‘inverted’ game design is when it comes to narrative.

I don’t think it’s only me, either. In watching people talk about something like Dragon Age II, I see a LOT more chat about the plot and romance sub-plots than I do about how difficult a particular battle was.

Trion: Communication needs to extend beyond forums

So I have my own gripe about the World Event.

Trion has always prided themselves about their communication with their customers, and I think they’re doing great with content, but I think they’re stumbling when it comes to delivery.

So we had two weeks of Phase 1 of this world event and a little in-game tracker that told us when Phase 2 would begin. Excellent so far! But what it didn’t say was “and Phase 2 is a 1-time, short duration event so be ready when it launches!”

If I hadn’t happened to check Twitter on Saturday I would’ve totally missed Phase 2 of the event (oh wait, I did anyway, but that’s another gripe). I guess people learned about this from the forums and maybe from European players who experienced it first hand?

Scott Hartsman posted about the event both before and after it, and both times in the forums. Kudos to him for owning up to the problems but how many players didn’t see these messages? If you go to http://www.riftgame.com right now, the most recent news is about the addition of Authenticators, posted on 4/15. I guess there’s preliminary patch notes about 1.2 up somewhere in the forums, too?

Bottom line is that Trion relies exclusively on its forums to communicate with its audience, and that, to me, is horribly short-sighted of them. Communicate to me through the game client please. Make better use of the space in the Launcher. For longer form communication, how about setting up a blog like every other non-MMO company does? That way your customers can subscribe to the RSS feed of this blog and never have to worry that they’re missing out on important news about the game they’re paying for. Sure, cross-post to the forums as well; I’m not suggesting getting rid of that.

But if the idea is that to play your game effectively I need to remember to troll through your forums once a day (even if that means going to your devTracker) then over time you’ll lose me as a customer. I’ll forget to visit and so will miss out on events and features and that in turn will lead to me becoming disenfranchised with the game. That’s not a happy thing for either of us.

Setting up a blog should be pretty trivial. It doesn’t have to be fancy. Look at what Netflix does, for instance (they use Blogger). I can subscribe to that feed and have all the Netflix news I need pushed to me.

I wish I could do the same with Rift.

How about it, Trion?

Two nights with Dungeon Hunter: Alliance (PS3)

Gameloft’s Dungeon Hunter: Alliance hit the Playstation Store on Tuesday. It was exactly the kind of game I needed. I’ve been really itching for an action-RPG dungeon crawler and although a bunch are headed our way (Daggerdale, LOTR: War in the North, Hunted: The Demon’s Forge and Dungeon Siege III, all off the top of my head) none of them are here now, when I needed them!

It didn’t hurt that Dungeon Hunter: Alliance cost me less than $10 ($12.99 for plebes, $9.74 for us elite Playstation Plus members).

I played for a few hours Tuesday night, single player using a traditional PS3 controller. Then on Wednesday Angela and I did some couch co-op using a pair of Playstation Move controllers. Here’re my thoughts so far.

Let’s start with what DH:A isn’t.

First of all, it isn’t a $60 game so I didn’t have $60 worth of expectations. I was looking for a few nights of amusement and that’s what I got.

Second, it isn’t customizable. You pick a class (Mage, Warrior, Rogue) and you get a character. You can name your character (they’re all male) and then you’re done customizing.

Third, it isn’t fast loading. Level loading takes forever, but once you get into a dungeon you can play for a long time without another loading screen. Early on there’re a few of them and they can make a bad first impression. I don’t mind a long loading screen if it comes once an hour, but when they come 5 minutes apart they can really put you off.

Fourth, it isn’t original. It’s a port of a Gameloft mobile title (Dungeon Hunter) that I played a bit of on the iPad. The story, such that it is, seems the same, the dungeons seem to be the same. And frankly, the original wasn’t very original to begin with. It’s all familiar terrain to anyone who has played Diablo or any other hack & slash 3rd person isometric dungeon crawler. That doesn’t mean it isn’t fun, though.

The worst aspect of it being a port is the inventory system, which must’ve been designed for iPhones or other tiny screens. Instead of a “Paperdoll” and a backpack, the inventory system here shows you each “slot” as a separate screen. So there’s a Left Hand screen and a Right Hand screen and a Chest screen and a Gloves screen, etc, etc. Each of these screens shows the inventory items you have that go with that slot. It all works, but it can be kind of tedious flipping through all these screens. It is, however, quite compact so probably worked well on a phone’s screen. But my 52″ TV isn’t a phone and a new inventory system would’ve been welcome. Happily there’s an “Auto-Equip” feature that will choose the ‘best’ bit of gear for each slot, if you don’t want to be bothered.

So that’s my grumping out of the way.

On the first night, as I said, I played alone. Using the Dual-Shock controller means you have direct control over your character. I picked a Warrior and with almost no thought started playing. That’s one of the upsides of it being not-original: you already know how to play this game. As I leveled up I put points in Strength since I was a Warrior (Rogues get Dex, Mages gets Energry, then there’s a Vitality or Endurance or something that gives you hit points). Most of your gear is class-limited via these stats. So it isn’t that a Mage can’t use a big-assed 2-handed axe, but in order to do so he’d have to put a lot of points into Strength that he’d probably really need in Energy.

DH:A has a gear and stat system that we don’t see often enough, and I’m going to illustrate it with an example. Say you’re a warrior who wants to use a bow as a backup weapon, but the bow requires 12 dex and you only have 10 dex. Since this is a backup weapon you don’t want to spend attribute points on dex. If you can find a pair of +1 dex rings and put them on, you’ll have your 12 dex and you can then equip your bow. Once the bow is equipped, you can swap out those rings for more appropriate Warrior-type rings (strength or extra HP or whatever). You can still use the bow, as long as you never unequip it. This sounds subtle but as anyone who played Anarchy Online can tell you, it adds a neat dimension to gear collecting.

The graphics are cartoon-ish rather than realistic, but I really like them. My Warrior’s sword swinging animation felt right. I could see how heavy that two-handed sword was. The controls can feel a little laggy at times but they still feel right. You need to get a kind of cadence going with your melee attacks. I’m not sure if this lag is by design or not, frankly, but I feel like it really adds to the game. As an enemy charges you, you need to anticipate by a heartbeat and get that big iron swinging at the baddie ahead of time. The first levels have you fighting goblins and you’ll seem them climbing down chains that hang over head or scaling up walls from some undetermined pit that you’ll never visit. You can’t hit them until they’re on the floor, but you can wind-up to meet them with cold steel the second they get there. There’s no blood or gore but melee combat still felt satisfying. [Update: Doh! I was playing tonight and realized there *is* blood but it fades away very quickly.]

In addition to stat points, you get skill points as you level up. You spend these in a fairly typical skill tree manner. You assign these skills to the face buttons and I’m not sure what happens when you get more than three (a basic attack and a skill for each of the other 3 buttons). By the end of the night I had a strong attack, a sweeping attack that knocked back a bunch of baddies, and a charge attack.

You also get a fairy companion who has an attack of her own. That gives everyone some magic. Her attack has a fairly long cooldown so its kind of your “Oh shit!” action.

Potions restore both health and mana and are bound to one of the shoulder buttons. You have have 2 sets of weapons and toggle between them via another shoulder button.

Let me cut this short (?) and say the damned game had me up until 12:30am that first night. I was very pleasantly surprised.

On to night 2. Playing co-op and with the Move controller felt like a totally different game. I chose a Rogue and she a Mage. Playing co-op wasn’t as immersive for me, but it was a ton of fun in a different way. Loot (did I mention loot? There’s a ton of loot in this game) is color-coded to let you know who can pick up what. Coins are a free for all and I’m not sure if they were split or not. You can trade loot back and forth. We probably should’ve had a tank since the game scales difficulty according to the number of players and we were both kind of squishy.

Using the Move controller is similar to using a mouse. You kind of point and click to move. There’re all kinds of gesture controls, like twisting the Move will switch between weapon sets, and shaking it will trigger your fairy’s attack. Angela picked up on it really quickly but I must confess I found myself struggling with it. I *think* that you can mix and match controllers though, so if we play again I’ll use the Dual Shock and let her enjoy the Move controls.

We got to the final boss of the first big quest line and wiped 3 or 4 times before we packed it in for the night. My solo Warrior took this guy down on the first try. I’ll have to play more to see if this was about class, about numbers of players, or about me sucking with the Move controller!! 🙂

For $10-$13, I’m finding this to be an awesome value. In fact I feel like I’ve already got my money’s worth out of it, and Angela claims she had fun. (I’m constantly trying to get her to play games with me on the PS3!) As long as you come into it with reasonable expectations (and a bagful of patience for when dealing with the inventory screen) I’d say this one is well worth the cost of entry.

Game devs: don’t challenge me!

So yeah, The 3rd Birthday is already starting to gather dust. Why? It isn’t you, Aya. It’s me.

I’ve discovered something about myself; I don’t want game developers challenging me.

Now wait! Hear me out. I don’t want them challenging me…I want them to give me ways to challenge myself.

Let me explain that.

About 1% of the way into The 3rd Birthday I hit a level where I have to avoid a monster. You’re told you can’t fight this thing: it’s all about evasion. The creature has 2 attacks. One of them knocks down about 1/3rd of your health with each hit, the other seems to 1 shot me. You have to dodge this baddie for some set amount of time, then you get warp out of the area.

I failed this mission the first time. And the 2nd. And the 3rd, at which point I headed to Gamefaqs to see if there was a trick. There wasn’t. Then I failed a 4th and 5th time, then I put the game down and haven’t gone back to it.

I’m not saying it’s a particularly difficult mission. But I’m old, my reflexes aren’t what they once were and the camera controls are awful so I can’t keep an eye on the beast. The difficulty, or lack thereof, of this mission isn’t the point of my rant today.

My point is, there’s nowhere to go in The 3rd Birthday except past this mission. The developers have challenged me to beat it, and I’m feeling resentment about that.

That doesn’t mean I want all my game playing to be easy, though. Consider a typical MMO. When I log in, I can decide “I’m going to try something really difficult tonight!” and head for some tough mobs or into a dungeon. Or I can decide “I’m feeling pretty mellow…I think I’ll just grind some low level mobs for coin and to feel mighty.” and do that. I can dial in my level of challenge on a minute-to-minute basis.

This isn’t limited to MMOs, either. Minecraft is in the news today because it has a launch date. I love Minecraft, buy y’know Notch hardly challenges us at all. Sure we can die but so what? The level of challenge in Minecraft is totally internal. Maybe you just hate to die but you’re determined to rid the world of creepers. Maybe you want to complete a structure before bed. Maybe you’re figuring out how to build a logic-switch in-game. Again, we dial in our own level of challenge.

Lots of (but not all) RPGs give us some leeway too. If an encounter is too difficult we often have the option of going somewhere else for a while, either to take on a different task or in order to level up our characters. This is that “grind” thing that MMO players hate but that lots of single player RPGs revel in. Particularly, it seems, lo-fidelity RPGs that run on handheld gaming consoles. Me, I don’t mind grinding, as long as it’s a choice, not my only option.

I’m sure there are other examples of this. I’m trying to quantify the difference between a totally single-path game that forces you to bang your head against every obstacle the devs put in front of you, and games that have enough lee-way that they offer some other activity for when your frustration level rises. I personally like to feel that I’m making some kind of progress. Die/restart/die/restart/die/restart is the worst of all gaming worlds for me. I come out of those sessions annoyed to have wasted my time and wishing instead I’d read a book or scrubbed a toilet or something. But Die/Restart/LevelUp/Die/Restart/LevelUpSomeMore at least feels like I’m inching forward. Getting some more bits of story can also feel like progress.

Maybe gaming just isn’t a good activity for us old, slow people who feel the passage of time more keenly than you younger folk do. I’m very cognizant of the fact that I have a finite number of evenings left in my life. I don’t want to waste even one of them playing a game where I make no progress. Not when there are so many thousands of games, books and movies I want to experience before I take on my ghost form!

First thoughts on The 3rd Birthday

I loved Parasite Eve when I played it way back in the days of the ancients. I don’t really remember why: when it comes to old games I generally remember emotions and feelings better than I remember specifics of story or gameplay. I remember the ‘tone’ of Parasite Eve being rather haunting. I don’t finish many games but I couldn’t leave Aya Brea hanging.

I have no recollection of Parasite Eve 2, so either I didn’t play it, or it didn’t make an impression. Still when I heard The 3rd Birthday was a Parasite Eve game (without the name due to licensing issues) I couldn’t resist. It helped that buying a new PSP game soothed the nagged desire for a Nintendo 3DS. My PSP gets used so infrequently that every time I pick it up it’s like getting a new handheld. It also didn’t hurt that I could buy it digitally.

Anyway, over the weekend I had a 90 minute ferry ride and used that to immerse myself in the game. It was an almost empty boat, I had my headphones on and it had been a long day. These factors conspired to help me completely sink into the world of The Third Birthday.

At the end of my trip I’d only done 1 mission but I spent a lot of time reading in-game back story stuff and playing with the game’s various systems. Here’s the thing I came away with. The Third Birthday is a pretty good world but not a great game.

The core actual gameplay is third person shooter with a lock-on system to make up for the PSP’s lack of a 2nd analog nub. You move Aya with the nub, move the camera with the direction buttons. If that sounds awkward, well, it is. You can turn Aya or turn the camera but not both at once (easily). You lock on with the left shoulder button and fire with the right. Then there’s all kinds of button combinations. Left button + Down Arrow targets the nearest baddie, and so on.

The Third Birthday makes me pine for the Sony NGP with its dual analog sticks.

The actual story feels very reminiscent of Assassin’s Creed. An otherworldly menace (the Twisted) has attacked New York City (and eventually the rest of the world) killing thousands, if not hundreds of thousands, of people. Mankind is up against the wall, but suddenly Aya appears on the scene with no memory of who she is but some special powers that, combined with a bit of technology, allows her to travel back in time and inhabit the body of some poor schlub. By doing this, she needs to stop the attack before it happens.

So she runs around, shooting bad critters, gaining exp and (essentially) cash. She can (and should) jump from body to body. If a soldier she jumps into has a weapon she hasn’t seen before, she can add it to her arsenal. Aya can also jump into an enemy and explode it from within, which is gross but very effective.

The story is typically (for a Square Enix game) bizarre and opaque, at least at these early stages. The graphics are first rate for the system, and really great in the cut-scenes, but the dialog isn’t translated at all well.

There’re systems I still don’t understand. A DNA chip system lets you give Aya passive skills via implants. These implants appear in sets of 2 and have to be fitted into a 3×3 grid. When you do this you get a mutation rating… I really don’t yet understand it. As Aya uses a particular gun, it too levels up. As well she can spent credits to modify weapons. So there’s all kinds of ways to improve your character.

What keeps happening is that I get excited about the game until I actually start a mission, then the controls frustrate me. Perhaps I’ll get used to them. Perhaps people who use their PSPs more than I do will be better able to grok the controls.

I played more last night, doing a second mission. I might restart on Easy just to blow through the game, see the story and find out what’s going on. Somewhat like with Crysis 2 there’s a certain fascination with being in a New York that has been destroyed by monsters, y’know?

So far The Third Birthday doesn’t have the rather haunting aspects that I remember from Parasite Eve but it’s early days yet.

Still too early for a definite opinion but I wouldn’t urge anyone to run out and buy that game at this point. If it improves I’ll let you know.

Rift: Being true to myself

When Patch 1.1 went live, my Rogue got all his soul points refunded. Ugh. My Warrior did as well.

I love that Trion makes a point of letting us rebuild when they make significant changes to a soul, but I’d like it even more if they gave us a chance to take one last look at our old build before we got wiped, because I can *never* remember exactly how I had my points spent!

See, I’m not a min-maxer. Planning out a character sucks all the fun out of a game for me. I live for the rat pellet reward of the Ding and when I already know exactly how I’m going to spend my points, it takes the fun out of the process. Suddenly leveling becomes a chore intended to unlock the points I need to follow my plan. That sounds like my day job all of a sudden. (And absolutely no offense intended towards people who study skill trees and work out ideal rotations and things of that nature…we all have our own personal set of activities that are fun for us.)

So I wing it and have fun. But after the last patch I decided to be… responsible? Instead of winging it, I maxed out my Bard points so I could do some healing, and spent the rest in my Nightblade. At level 17 that meant 5 points for the Night Blade, 17 into Bard.

Now I’m a responsible adult who runs his group buffs and spams Cadence to heal 5 other members of the raid. I guess people like having me around and I don’t die. I feel like my Rogue is more ‘efficient’ than he used to be.

But I’m bored as hell. In groups I basically spam 2-3 abilities over and over, sticking in a Motif now and then. Last night, for the first time, doing massive invasions started feeling a bit like a chore.

And I realized I’d fallen into the trap of playing my game the way others think I should play it. I think a numbers person would approve of my build so far, but I’m not a numbers person. Well, I am…I mean I write code for a living. But when I’m playing a game I’m not about the numbers, I’m about the emotions. About seat-of-my-pants adventuring.

I’ll probably keep this build for when a group I’m in for more than 2 minutes needs extra healing, but I need to buy a 2nd role and spent points in a way that’s fun for me, even if ‘hardcore’ players look down their nose at me.

I need to roll an alt as a gatherer…I’m really thinking, just for grins, of making him totally random. Pick a class randomly, pick my souls randomly, assign the points to souls randomly. I think it’d be fun to see how hard such a character would be to play…