LeapDay beta gameplay example

Let’s get one thing clear. I don’t know squat about LeapDay, a game from SpryFox that entered beta this week. I spent maybe 45 minutes figuring it out before I knew I had to share it with my friends.

LeapDay is a browser-based game that tasks you with gathering resources by way of laying down little tracks that your vaguely Gumdrop-shaped workers will follow. As a worker passes a resource he grabs a chunk of it. When he finds a place to put it, he drops it. That place could be your HQ (in which case you’ll get some gold) or a factory. When a factory fills up with resources it generates another, presumably more valuable resource. At that point you need a worker to come past the factory and pick up this more valuable resource to deliver somewhere.

That’s the basic gameplay. I’m not clear what the ultimate goal is… I know I was playing on a map with 7 other people and we had 3 days to beat a boss or unlock a final item or something. I was fixated on the basics, frankly. So before I go any farther, here’s LeadDay in action. Remember I’m still a noob and only have a few tools and a small amount to space to work in:

Every day your workers leave their little houses and start following their tracks and doing their thing. When night comes along they despawn, and resources all renew. Soon enough it’s morning and things start again. As items make it to HQ your town generates gold that you can spend on creating new loops to collect more resources. Your town will collect $$ even when you’re not playing, so there’s a bit of ‘time management’ gameplay here too. Eventually you’ll be able to buy towers that expand your usable area (I have one right next to the crane). I’m not sure what happens when you connect your playable area with another players; perhaps your tracks can mingle.

Here’s a crappy screenshot identifying a few parts of my ‘town.’ Sorry I didn’t do a better job with this… I wasn’t planning on using it for a blog post when I created it. Click through for the full size version:

LeapDay

For as cute as it is, I’m finding LeapDay pretty hard. Your workers only turn to the right and available space is cramped. If a track is too long the worker won’t make many circuits before the day ends. If it’s too short the worker might clear out all resources and just be running in circles doing nothing. The nice thing is you can sell parts back for full value so trial-and-error is definitely encouraged (though I do wish you could just move an item rather than selling it and re-purchasing it to place it in a new spot).

In that screenshot my main loop up top drops 4 workers (1 per house) into the track that feeds the factory. You can see all 4 going past the factor as I snapped the shot. The first two have dropped water in the first 2 factory slots. In a second the 3rd worker will also drop water into the last slot and the factory will generate an item. That lone worker on the loop to the right will come around and pick up that finished item and carry it to the HQ. Over on the left is a loop where a worker is feeding the main loop via a crane. Eventually the 4 workers will exhaust their resources and they’ll need more. The crane helps feed them. Towards the bottom right are 2 tracks that are just gathering basic resources and taking them to the HQ. Nothing fancy there.

As you can see my space is pretty cramped and it’s going to be hard for me to get more tracks to run next to the HQ in order to feed items into it.

Anyway, it’s a nifty game. It runs in a browser (you’ll need the Unity plugin) and is free to play. It won’t be for everyone, but it’s unlike anything I’ve played in recent memory and is definitely worth checking out, IMO.

Ni No Kuni: The honeymoon is over

Ni No Kuni: Wrath of the White WitchThe Level-5/Studio Ghibli collaboration Ni No Kuni: Wrath of the White Witch, has been out for a week as of today. It’s been my main gaming focus since it arrived last Tuesday evening and I thought it was time to share some thoughts. I’ll try to avoid any major spoilers but you may be able to work out when certain game systems unlock. I’ll try to stay as vague as possible. As of last night my main character was around level 20 and I’m somewhere in the 15-20 hour range.

When I first booted up Ni No Kuni my jaw dropped. It is a gorgeous game with a killer soundtrack. Early on in the game you get lots of FMV cut-scenes animated by Studio Ghibli and it feels like you’re playing an anime. I’m using the English voice talent and they’ve been pretty good so far. Little Oliver (the main character) shouts “NEATO!” a bit too often for my tastes but that’s really nit-picking. For the first evening I played Angela was happy to sit next to me and just watch the game. It’s one of those kinds of experiences.

Sadly that richness doesn’t last and pretty soon you’re in a typical (though still beautiful) JRPG, running from battle to battle to level everyone up. The FMV stuff takes a back seat to button-press driven text conversations. That’s not necessarily a bad thing: this is a game, not a movie after all. But personally I could use a bit more animation.

Ni No Kuni is filled with lore, much of it delivered via an in-game manual called The Wizard’s Companion. In addition to practical information about the game world it has a ton of ‘flavor’ info including some fables from this land. I’ve really enjoyed browsing through the Companion and I even took the time to decipher some of the runes sprinkled through it (yes, the Ni No Kuni designers went so far as to develop an alphabet for this world). For gameplay questions you can turn to The Answering Stone which helps you out with questions you have about the actual game mechanics. So much more fun than just a plain help menu.

The main focus of Ni No Kuni is collecting and developing Familiars. The main character, Oliver (you can re-name him if you like) is a young boy who (so far at least) always uses a wand. In practice most of the time you’ll be controlling one of the many Familiars that he can take into battle. These creatures cover all kinds of play styles; your first one is a sword and board fighter for instance. Others lean towards magic using, either offensive, support, or healing. Human characters like Oliver (and the friends he eventually makes) can ‘equip’ up to 3 Familiars each. A few more can be carried in inventory and swapped out between battles. Finally there’s a Familiar Shelter that can hold up to 400 (!) of the creatures.

A Familiar can be customized/progressed in several ways. First they level up and gain new abilities. At certain times they can metamorph into a new form by using an item. From Form 1 to Form 2 is a fixed change, but from Form 2 you can choose from two versions of Form 3 (I haven’t gotten this far yet). When a Familiar changes forms he returns to level 1 and has to be re-leveled but he is potentially more powerful. You can also feed a familiar Treats to improved specific stats. Ice Cream might increase magic defense while chocolate increases physical offense, for example. There seems to be a limit of +10 points in this stat buffing system. [Update: Thanks to Wiqd for pointing out that this limit is tied to a Familiar’s Familiarity rating with you… it can go higher once you’re better frineds with them.] And finally, Familiars can be given gear to improve their abilities. Some use Swords, others use Fangs or Claws. Some use Shield and some used Cloaks…and so on.

In practice what this all boils down to is lots and lots of leveling. I generally have 2 Familiars equipped to fight with and one per/character that is along for the ride getting free experience and it isn’t unusual for someone or something to be leveling up after every battle. In general I like leveling characters, thank goodness.

The problem, for me, is that I’m not finding the combat all that satisfying and as is typical in an JRPG there’s a LOT of combat. During a fight you can control one entity. That can be Oliver or one of his friends, or it can be a Familiar. Only 1 Familiar per character can be on the battlefield at a time, and the human characters share their health and mana pools with their Familiars. I’m finding that the mana pools are pretty small which means I’m doing a lot of melee combat and mostly just clicking Attack over and over for random battles.

Boss Fights are much more interesting. They go on for long enough that you’ll have to swap out Familiars (they get tired as a battle rages on) or pop onto your Human characters to use items. However I find the whole process of changing characters to be kind of awkward and in general the battle system feels more frantic than I’d like. I don’t mind action-combat and I don’t mind turn-based combat but Ni No Kuni feels like “frantic menu selection” combat that just leaves me feeling kind of frazzled.

Once you have a 2nd human character in your party you can assign tactics to the AI. These are fairly ‘coarse’ assignments and the AI isn’t at all smart about conserving resources. So if you tell a friend “Keep us Healed” that friend will spam heals and be out of mana in no time. I really miss being able to say, y’know, “If my health drops below 50% heal me.” You can change tactics in the middle of a battle but it takes a long time to do and means you’ll miss at least one attack in doing so.

So yeah, this isn’t my favorite combat system ever. I don’t hate it, but it’s not my favorite. And there’s a lot of combat. So that’s wearing on me a little, but I think there’s more that’s bothering me about Ni No Kuni.

Part of it is Oliver. When I play an RPG in some sense I’m always trying to RP the main character. But Oliver is a 10 year old boy and there’s not a lot in him for me to relate to. So I remain an observer to the action. Also the Familiars are all very cute. If you find a bad-ass sword and give it to your familiar…he’ll still look very cute. His appearance doesn’t seem to change except when he advances in form. These aren’t faults with the game; they’re just aspects that don’t sit well with me, personally. I really like for a game to visually reflect my character’s advancing levels/bad-assitude.

The other issue I have is with pacing. After a brisk start the story just bogs down pretty quickly. There are a lot of side-quests you’ll want to do in order to level up your Familiars (and earn some perks for Oliver) but none of them are very compelling. There’s this heart system where you have to borrow some ’emotion’ from one character and give it to another (this guy needs courage, that gal has a ton of courage, let’s borrow some from her) which seems really cool at first but then you realize these are just FedEx quests really. The characters who have ‘heart’ to spare are indicated on the map so you just run and find the one who has the aspect you need, click through a conversation to get some goodness, and go dump it on the quest-giver. Other sidequests are of the Kill Ten Rats variety, or collect 5 pelts. You know the drill.

So that’s where I stand. After my first night of playing Ni No Kuni I probably would’ve called it a 9 or 10 out of 10 game, but after a week of playing I’m thinking it’s more of a 7 or so. It’s still a solid, lengthy JRPG with lots of leveling and sub-systems like Crafting (via Alchemy) and tweaking Familiars via treats. But while the game is beautiful to look at, there’s nothing really revolutionary here and the story is dribbled out to us at such a slow pace that it kind of loses impact.

I think part of my problem is I’m focusing on it too heavily. I think I need to mix in some other games while playing Ni No Kuni. That’s how I’ve been playing Harvest Moon and it’s helping me to really enjoy that game. Fire Emblem comes out next Tuesday and that might be just the ticket to breaking up the grindy parts of Ni No Kuni.

I’m surprised that Ni No Kuni: The Wrath of the White Witch has been getting such awesome reviews, to be honest. I’m wondering if I’m the only one feeling slightly disappointed in it. I mean I really WANT to love it, and for a few days I was lying to myself about loving it, but the truth is that while I do absolutely like it, that’s as far as we go. Me & Ni No Kuni are just good friends. I have no regrets about buying the game but (unless things change in the latter parts of the game) it’s not going to end up in my list of all-time favorite games or my personal ‘game of the year’ awards or anything like that.

With so many free-to-play games, why should I buy anything?

[Update: I just found out Defiance, which I reference as a free-to-play title in this post, is going to have a shelf price of $60. So scratch that one from the list.]

A recent experience has me wondering what the long-term impact of so many free-to-play games will have on the industry. Now to be fair I’m doing that thing where I assume my experience reflects that of most gamers, so keep that in mind while you read this post.

I’m a casual shooter fan. I don’t play many shooters; the last one I picked up was Halo 4 I guess. I don’t play them competitively. But every so often I get in the mood where I want to run around shooting stuff and seeing things explode. In Ye Olden Tymes that would’be meant heading to the game store and seeing what’s available.

Not any more.

Friday night I was in the Defiance stress test. There’s an NDA on that game but it’s no secret that it’s an MMO shooter. The stress test was only a few hours and when it finished I found myself still in the mood to shoot stuff. So on Saturday I patched up Firefall and I spent Saturday and Sunday having fun in that beta. Firefall is also an MMO shooter. It has PVP but I was doing PVE and co-op PVE activities in it while I played.

Monday came around and I decided to change things up and play Borderlands 2. I think it’s safe to call BL2 a good game. I’ve seen it on some ‘game of the year’ ballets and most people seem to like it. I like it too. But it costs $50-$60 (or did when it launched anyway).

If I had it all to do over again, I probably wouldn’t buy Borderlands 2 at that price. Now I have to tread gingerly here. BL2 is priced competitively in the traditional gaming space. Compared to Halo 4 or Call of Duty its pricing is perfect. I’m not trying to knock BL2 in any way.

But for a casual shooter fan like me, I can really get just as much fun out of free games like Firefall, Planetside 2, Defiance or maybe even Dust 514 as I can out of BL2.

For people who take their shooters seriously I’m sure this isn’t the case, but I wonder if there are enough serious shooter fans to support many big budget $60 games. It is my understanding (and I may be wrong) that game publishers need casual gamers to purchase their titles in order to thrive.

So in the future, how will these publishers lure in casuals like me? What are they going to offer me that I can’t get for free?

3DS XL & Harvest Moon: A New Beginning

harvestmoonFor Christmas I got myself a 3DS XL and the first game I bought for it was Harvest Moon: A New Beginning. I’ve been playing it off and on since Christmas and figured it was time to talk a bit about it and about the 3DS itself.

Generally speaking I’m pleased with my new gaming hardware. The 3DS XL is “fun” in a way that few game consoles are. I mean even without loading a game into it there’s stuff to do, like put your Street Pass friends to work clearing a dungeon. Luckily I got Angela her own 3DS XL so we can be each other’s Street Pass friend. You can put the thing in your pocket and take a walk and earn “Coins” that you can use in the same game. You can send goofy notes to your friends. It’s a nice system. That said, the 3D aspect feels like a gimmick and neither of the screens can hold a candle to the one on the Playstation Vita.

My only real gripe with the 3DS so far is that even in it’s XL format it feels a little small when it comes to the controls. My right thumb, in particular, cramps up a lot from hitting the face buttons; it’s not a system I could spend hours using. But since it’s a handheld I probably wouldn’t anyway.

Now, on to Harvest Moon. If you’ve ever played a Harvest Moon game you’ll feel comfortable here. Same old basic game: you have to re-build a farm, planting and harvesting crops and raising animals. In the meantime you have to befriend villagers and help the town grow and ideally, find yourself a spouse. If you haven’t played a Harvest Moon game this likely seems really boring. It’s a quirky genre, for sure. Kind of a mix of virtual world and survival game (though you can’t actually die as far as I know) and I guess dating simulator.

This particular Harvest Moon changes things up by starting you with an intact though small farm and an almost empty town. You need to liven things up in order to get people to move in. So you have both a farm and a town to rebuild. That’s the good news. The bad news is that for the first 25 or so “days” of gameplay you’ll probably be bored stiff. Most of the other Harvest Moon games I’ve played have made you clear out debris from your fields as a first step while trying not to exhaust yourself. A New Beginning gives you a pristine farm and very few chores to do.

You get up at 7 am (I think?) and head out to tend your crops. You’ll have that done by 9 am or so, after which the only thing to do is walk through the woods collecting bugs, logs, rocks, flowers and herbs that you’ll later need to build things or to use as gifts. This is fun the first few times but then it starts to feel like a chore. Generally for the first few days I was going to bed (and thus ending the game day) by 1:30 in the afternoon.

After a week or so you get a cow and that actually makes things worse since you have to push the cow out of the barn in the morning and push him back in at dusk. Cows are happier when they get to graze outside. It’s nice to have one more thing to do but once you have a cow you can’t go to bed super early because you have to leave the cow outside until near dark (I assume that the longer they are outside the happier they’ll become). There were times when I’d put the 3DS down and read a book while I waited for time to pass!

To make a long story short, the game is pretty dang slow until the 25th day of Spring in your first year. That’s when an architect moves into town and then you can start buying blueprints and building new features, and the game becomes much more enjoyable at that point. But wow, what a slog to get there!

In fact I’ve just gotten there and I’ve been trying to scrounge up the Mint I need to build a Chicken Coop so I can buy a few chickens to raise. Don’t ask me why I need mint to build a chicken coop but it’s nice to have things to do other than tend the handful of crop patches I started out with. I can also now edit the farm to move things around, which means there’s a reason to chop down trees and so forth. And I really want to craft a Bell so I don’t have to push the cows all over the place.

I guess this post isn’t going to sell you on Harvest Moon: A New Beginning but I just wanted to share the fact that the 25th of Spring is the date you have to drive through the boredom towards, in case you happen to be playing and gave up before then. I would’ve given up had I not been warned in many reviews that the game is super slow at the start.