D&D: Heroes of Neverwinter

A few weeks back I got into the beta of a new Facebook game, D&D: Heroes of Neverwinter. Since then I’ve been playing it off and on and I have to tell you, I’m feeling very conflicted about it. See the thing is, I dislike Facebook quite a bit, and even more so after the events of the last week or two. But I’m finding D&D: Heroes of Neverwinter to be a decent turn-based strategy game. Please Atari, make an iPad version, or a Google+ version, or a Kongregate version…let me play it somewhere other than Facebook!

Anyway, D&D:HON has you recruiting a party of 4 adventurers, including yourself of course, and heading off on grid-based, turn-based adventures. If your friends are playing, you can recruit their characters into your party for free; otherwise you can hire the heroes of strangers for increasing amounts of gold as you need higher and higher level characters. Going on an adventure costs you Energy, which replenishes over time. This is the $$ hook; you can pay to have your energy replenished if you’re having a grand old time playing. (You purchase Astral Diamonds which can then be used to do things besides replenishing energy. Stuff like resurrecting yourself…oh so very tempting when you die near the end of an adventure.)

The adventures themselves take place in a series of rooms and generally you have to kill the bad guys in the room to advance. Something there’ll be traps (bring a rogue to disarm) and sometimes there’ll be treasure chests. As you grow your character they learn various skills, and most of these skills can be used once per room (though a few can only be used once per adventure). Each turn a character can move, attack/use a skill, and use items. Some skills are also ‘free’ and can be used in addition to an attack. The basic gameplay is fun and hampered only by the fact that the game is built in Flash, meaning the interface is a bit cumbersome. I sure wish Flash would support right mouse buttons.

Between adventures you can wander around town by clicking from building to building. There are shops, a recruitment hall, and your own house where you can see your achievements and get a free daily gift. You also get a handful of gold every day just for logging in…more each day up to 5 consecutive days, then it rolls over back to 5 gold for day 1.

You can have multiple characters and each one has his or her own energy pool, which is a nice touch. There’s no way to trade items between characters (or with other players). You can, of course, gift your friends with stuff in typical Facebook fashion.

At level 10 you’re able to create your own adventures and share them with other players. If you want to level quickly there are plenty of adventures designed by other players to give you an “I WIN” button and help you advance. Using just the game-supplied adventures will keep your leveling speed pretty low, as fits the whole D&D license (IMO at least). In fact it can be a challenge to keep a positive cash flow if you’re hiring adventures to head out with you.

Anyway, it’s a Facebook game, but that means it’s free to try. I don’t really play Facebook games these days, but I’ve been making an exception for Heroes of Neverwinter; that must say something about the title. It’s probably an easier game if you have lots of friends playing, but playing ‘solo’ is definitely viable, at least for as far as I’ve gotten. Check it out!

DC has a new home

Hey folks,

I moved this blog to a new ISP today. If you’re seeing this post, you’re seeing the site at its new home.

I’m sure -something- got broken, so if you notice any bugs, I’d appreciate it if you left a comment.

Game endings: is it me or do they suck?

So I finally finished Resistance 2 this weekend. It was a really fun ride right up until the end. The end, I felt, was annoying as hell and I couldn’t wait to get through it.

Which felt really familiar to me. And thinking back, it seems that with any kind of action-based game (FPS or 3rd person action-adventure stuff) I always get annoyed at the end. (And keep in mind I don’t finish many games so maybe I’m just finishing the wrong ones.)

I can’t decide if my problem is due to me, or due to game designers. It might just be that once I “feel” the end is near I start thinking about the next game I’m going to play, so I get in a hurry to finish the one I’m currently playing and so anything that trips me up starts feeling like an annoyance rather than a challenge. I also always get into the “I just want to finish this before going to bed” trap and suddenly it’s 2 am, I’m dead tired and cranky and making stupid mistakes.

Or it might be the designers always feel like they have to add 1) a big “surprise” twist at the end of the game, which is so expected now that it isn’t the least bit of a surprise and 2) one big hoopla fight designed to challenge the players one last time.

I hate the twist…it’s become such a trope. Y’know, the whole game you’re fighting to get into the castle tower and you finally get there and “Oh no, the evil wizard left his minion behind and now he’s in the castle dungeon. Retrace your steps!” Or a favorite alternative is “Yay I killed the ultimate bad guy…game over? NO! He’s reborn in a more powerful form! Fight him again!”

And the hoopla… the reborn boss can kill that bird with the same stone. Other hooplas are a sudden absence of checkpoints or a new twist to the gameplay that changes everything around. For instance the end of Halo when it turns from a shooter into a driving game. In the case of Resistance 2 it was a series of 3 domes you had to travel through. As you entered each one you got locked inside and had to wait for the big bad to tear it apart to get at you. Said big bad is impervious to your weapons and easy to avoid (stand in the center of the dome) and he takes a LONG time to destroy the domes. I spent that time petting the dog since the game literally didn’t require my attention at all. Between the domes you have to fight and dodge insta-kill hurled debris, and if you die, you have to start before the first dome – no checkpoints. Then the very very end is Halo-like… traverse a crumbling installation before the timer counts down and blows everything up.

I don’t really play games for the challenge, which probably is why the endings are so annoying when that spike in challenge is probably appreciated by many players. Plus I always have more games that I want to play than available time to play them, so I like my games shorts and intense, so drawn out endings always dilute the experience for me.

Anyway, not really singling out Resistance 2 on this…it was a pretty good game overall, and it’s no worse in this ending respect than many other games I’ve played. And now I can play Resistance 3!

Gaming console, motion controlled mis-adventures

So here’s my cluster-f**k story of getting Kinect to work in our living room.

Over the past few weeks I’ve finally accumulated a Tri-Mount ($30) and a Nyko Zoom ($30). I became aware of both of these gadgets back during E3 but now they’re finally on the market. So today I was ready to set everything up when Angela made sad eyes at me because I was going to take away “her” Kinect (set up in the office on my old launch 360). So it was off to Best Buy to purchase another Kinect sensor.

Good news? $25 gift card if you buy a Kinect this weekend, and they now come with a code for the full version of Child of Eden. Bad news? Another $150.

Screw-up #1 is that my TV is too fat for the Tri-Mount to fit on. But just very slightly too fat. The Tri-Mount has a long screw fixture that you use to adjust the thing. We disassembled it and pulled the ‘tongue’ out just a tad farther and hot-glued it there and it now fits on the TV. Hopefully it’ll hold because it’s just a friction fit. When set up right you can tighten up the screw assembly to ensure a tight, secure grips.

So I set everything up, including attaching the Zoom, moved the coffee table and fired up the Xbox. Things were going OK until Kinect tried to look down at the floor and reported it couldn’t see it. Huh? I tried again. Same thing. I think that, because the Tri-Mount is so hyper-extended backwards, the Kinect is back so far that, with the Zoom (which is essentially a wide-angle lens, as far as I can tell) attached the top of the TV (and/or the Playstation Eye, which sits in front of and below the Kinect) is blocking the line of site of the Zoom.

Here’s the kick in the teeth part, though. So with nothing left to lose I remove the Zoom and guess what? Since the Kinect is now so far back…there was enough room in the living room for it to calibrate, if I stand right against the couch. /facepalm

So the good news is I have the thing setup. I have no room for leaping about but nor do I have any interest in that. I wanted it for voice commands, mostly, and whatever else they put into ‘core games’ that I can do sitting down. I played 3 rounds of a demo of Fruit Ninja Kinect to re-assure myself that flailing around in front of the TV is still not fun.

The other good news is that I fired up the PS3 and grabbed a Move controller to make sure that was still working. Popped in The Shoot since it was handy. And re-assured myself that the Move is still a blast to mess around with. I have that cheap-o Pistol thing and it turns The Move into a really fun light-gun game. Really fun for a few minutes anyway.

I still think a good old controller is the best way to play video games for anything more than 15 minutes, unless your goal is to get some exercise. But I’ll enjoy talking to the Kinect and will continue to dabble with the Move now and then, so at the end of the day it’s all good.

However, Microsoft really needs to work on making the Kinect small-room friendly. Or just make a voice-only model.