Day 3 with Hunted: The Demon’s Forge

According to Raptr*, I’ve logged 7 hours into Hunted now. I’m going to assume what I’ve seen is what the game has to offer, so this will probably be my last post on it, unless for some strange reason I finish it.

Last night was really more of the same. Frustrations with 1-way doors in level design (even if sometimes the “door” is a ledge you jump off of and can’t climb back up) and logic inconsistencies (I needing a flaming arrow in a room with several burning lamps sitting in holders about 5 feet tall, but I can only set an arrow alight from a fire burning on the ground), but combat that’s actually pretty fun, and (the highlight of the game for me) puzzle crypts to explore (found 3 of these so far, of 8 in the game).

The “Secret Areas” piss me off the most. So far I’ve found 1 (of 32) and I need to find 6 to unlock the 2nd weapon slot. And when I said “found” I mean “get access to so the game gives me credit.” I’ve seen a lot of them but apparently suck at figuring out how to get access. Generally it seems to involved shooting something with a flaming arrow, and see above re: finding a place to set an arrow alight. I’ve also left some behind via hitting a 1-way level chokepoint and losing access to the secret area before I’ve even started trying to solve it. I guess I could “Reload from last checkpoint” but that’s not really my style.

Last night I had to quit because I was getting queasy in a motion-sickness kind of way, just from all the constant camera spinning I’m doing as I look for ways into these secret bits. I’m not a really big puzzle person to begin with, and in an action game I just want to keep the action going, not stop and ponder a puzzle for 10 minutes (this seems like a really odd design decision given that co-op play is such a big emphasis for the game).

I’ve also decided that while having dungeons and crypts that have no light sources is much more realistic than what you encounter in most games (where you discover ancient burial chambers with merrily burning torches waiting), it really isn’t very much fun. I spend more time squinting into the darkness in this game… often I’ll get E’lara to light a flaming arrow just so it’ll act as a feeble light source. There will sometimes be an unlit torch in these areas, but in order to pick it up I’d have to drop my shiny magic sword, and fight with the torch. Again, realistic, sure. Fun? Not so much.

Anyway, so that’s my Hunted: The Demon’s Forge story so far. And that may be the end of things for me. I’m not feeling particularly compelled to go back to the game. It’s just not very good. At least not for me. It could have been, I think. It just feels like a game that needed another 6 months of development for level design (and other) polish.

*Editor’s note: This URL is shady. Go there at your own risk. [5 Dec 2018]

Infamous 2 demo

One of the first things I downloaded when the Playstation Store came back online was the Infamous 2 demo. I loved the first Infamous and not only did I finish it (a rare occurrence for me) but I started a 2nd play-through immediately after.  Never finished that, though, as I’d borrowed the game from a friend and had to return it.

Anyway, I was anxious about whether or not Sucker Punch has screwed things up for the sequel (which I already have pre-ordered).  Here’s how it went:

Fired up the demo, watched the intro which recaps the first game without giving away any major spoilers. Nice job with that! Then a quick pre-amble about why we’re going to a city much like New Orleans for game two.

Finally gameplay starts. It’s fast. I just had to think about moving the stick and Cole is running down the road. Fast and smooth…controls feel good but will take a bit of getting used too; it’s been a while since I played a game with such sensitive controls.

I’m supposed to be following an agent down the street, but the first time I see a telephone pole I scramble up it, then run out along the power lines. The agent stops and hollers back at me and I leap off, landing near enough to her that she dives for cover. Heh.

And then we’re taking fire from some thugs on a couple of balconies down the street. I toss a electricity grenade at them. The first grenade takes out about a quarter of a balcony and sends a bad guy flying. Then I change to electricity rockets. They do even more damage, and the uppermost balcony gives way, crashing down onto a lower one and tearing it, too, off the wall. Thugs go flying everyone which way and, back on my couch in the real world, I literally yell out “Oh, HELL YEAH!”

And then I shut down the demo. Sucker Punch hasn’t screwed this one up and it’ll be here next week. No need to spoil things for myself.

I can’t wait!

The first game is available for free to PSN members as part of the Welcome Back deal and in my opinion, it’s the best game they’re offering (yes, I’ve played all five that they’re offering).

Day 2 with Hunted: The Demon’s Forge

So last night I went back to Hunted: The Demon’s Forge with modified expectations and much to my surprise, found myself having some fun.

Now don’t jump to conclusions: I still don’t think anyone should be paying $60 for the game, but I since I was foolish enough to do so, I may as well make the best of it, right?

The first main chapter of the game takes place in an often-burning city under attack by wargers (??…essentially goblins) that is a complete and total maze, and I still find it annoying and poorly put together. The problem is the designers gave us no tells. So you’ll encounter many passageways blocked by a few boards. Despite how they look, these are absolutely solid walls. Except every once in a while, they’re breakable. But there’s nothing to indicate why one is breakable and others are not. So you spend a lot of time swinging your weapon at zone walls in the hopes they may actually be a breakable door.

It’s also still crazy frustrating to look down an alleyway and see something sparkling down there, but being blocked by, say, a wheelbarrow. You can’t move it or step over it. It may as well be a wall of solid rock (well, except sometimes Caddoc can shift a wall of solid rock…but never a wheelbarrow).

Oh and when you leave an area, there’s no way to backtrack. So if you left a heap of shields behind, head to the next area and break your shield, there’s no way to go back and get a new one. Ever onwards! Don’t look back!

But I pressed on, and started finding some puzzles and mysterious passageways that led to the bowels of the earth and hidden treasure. That was fun! And I’m at times amazed by my AI co-op partner… she’s got a buff that she throws on me every so often, and generally when I really need it. During my first night I hadn’t notice her constantly running off to replenish her arrows or potions; it turns out she’s even collecting her own Crystals (to skill up, but I decide how she spends them). On the other hand, sometimes she stands in the way and won’t budge. When I try to push past she quips “That better be your sword you’re poking me with.” Classy broad.

Anyway eventually I got out of town and down into some dungeons. The designers do a lot better with corridors and rooms than they do with open areas. There were spots that gave almost a tomb raider vibe down there, and the endless maybe-breakable, maybe-not doorways were left behind. There was a place where I had to shift a stone wall that gave no indication it was shiftable until you were standing right next to it, though…

Fighting is actually pretty challenging as Caddoc. I die a lot, but E’lara is pretty good about reviving me after I fall. (If “I” whine loudly enough.) The dude goes through shields like I got through Cheetos. I finally learned some combat magic for those times when a magic weapon runs out of charges and leaves me holding a glorified letter opener. I took Brimstone which is essentially grenades. You click once to toss them and a 2nd time to detonate them. If I hold the button, though, instead of throwing a Brimstone Grenade I hit E’lara with a buff…so that’s how she’s been buffing me.

I also discovered why I’m collecting Gold. Gold unlocks items for using in Crucible, which is the map editor that comes with the game. I can’t see ever making maps so that’s a bit disappointing, but maybe I’ll get an achievement if I collect enough. I’m also getting accustomed to the health potion situation, though given the limit of carrying 1 health potion, I always want to punch Caddoc when he grabs one and yells “You can never have too many health potions!” Grrrr.

Anyway, so progress is being made. Still a bit of buyer’s remorse, to be sure, but I’m glad I’m at least having some fun now. If nXile throws a handful of patches at the game (presumably that’d be the PC version) and it goes on sale, it might be worth buying at some future point.

The First Hour: Hunted: The Demon Forge

Apologies to Chris for stealing his titling convention!

Let’s get this right out on the table: Hunted: The Demon Forge does not make a good first impression.

You might be put off by the ridiculous outfits the main female characters wear. But me, I grew up with The Vargas Girl so I’m comfortable with the overt sexualization of fictitious characters.

You might be put off by the banter between the main characters. Joystiq called them ‘grating’ but I have to admit I find them amusing. I’m easy like that. Having Lucy Lawless purring in my ear doesn’t hurt, either. I’m easy like that, too. Call me, Lucy!

You might be put off by the oddly muddy textures on the character’s faces. If they’d put the same care into the faces that they did on E’lara’s frequently glimpsed butt cheeks the game would look a lot better.

Or you might be put off, as I was, by the fact the Hunted isn’t the game you might have thought it was.

Me, I thought it was a hack and slash RPG (see prior post about Dungeon Siege III to hear about my love for that genre) but it turns out it’s kind of a fantasy shooter. I shouldn’t have read the Joystiq review before writing this post because now I can’t get their comparisons to Gears of War out of my head.

Assuming you get past all that, the “Prologue” (aka Tutorial Level) is glitchy as hell. I kept doing things the game didn’t expect, which then failed to trigger a tutorial pop-up, which in turn caused my partner to stop moving forward. Example: at one point you’re playing E’lara, the elven naked huntress. Big brawny guy Caddoc runs ahead, jumps down off a ledge and starts whinging about bugs. So I, being a vaguely smart gamer, decide to keep E’lara up on the ledge to snipe down and take out said bugs. Once they’re gone I jump down, but Caddoc ain’t moving. I can’t find anyway to move forward. Huh.

Eventually I restart and when I get to that spot, I dutifully jump down, at which point a tutorial pop up teaches me about crouching behind cover. Ahhh. And then we move forward. That kind of thing happened a few times.

That aside, let’s pull back a bit for the 1000 foot view. You’ve got two active characters and can switch between them at certain checkpoints along the way. Both have melee and ranged weapons, but E’lara has skills based around the bow and Caddoc has skills based around melee. They both can learn magic, too.

There’s no inventory. You carry 1 of each type of weapon, and when you find something better you have to drop the old one. This drives me batshit crazy, leaving loot behind! LOL. But that’s just me being crazy. What’s really annoying is that if you find a magic weapon, it has a set number of charges on it. You seem to fire off these charges by doing a multi-hit combo (I’m still figuring some of this out) so if you want to conserve these powerful magical attacks you have to be careful to single hit enemies. I kept expending precious magic axe attacks on the equivalent of rats. Once a magical weapon uses up its charges it just becomes a piece of crap mundane weapon and you’ll want to replace it ASAP.

According to my research you can eventually unlock a 2nd weapon slot, so you’ll be able to carry a solid mundane weapon for regular fights, and conserve your magical weapon for epic battles. I can’t wait to get that second slot.

Aside from the odd piece of gear, enemies and chests drop various geegaws and potions. There are health orbs that immediately add to your hit points. There are health potions that, when you trigger a ‘pick up’ action, will either fill your health bar or go into a reserve for later use. You seem to be able to carry only 1 extra health potion though. I left a lot behind. There are revive potions that let you revive your companion when he or she falls (and the AI does a good job of reviving you when you fall). There are crystals that you spend to develop your character at certain points. There’s gold that…I dunno what it does. There are no stores, but there’s a big gold meter that slowly is filling up. Oh, and mana orbs and potions too.

A lot of this stuff looks really similar and too often I found myself trying to pick something up over and over and not being able to, and not really understanding why.

Oh, and finally we get to actual gameplay. Combat as Caddoc is basic button mashing stuff, with an active shield button. E’lara’s bow feels much more like a fantasy shooter (Caddoc’s crossbow does too but again, he gets no skills with it). There’s the cover system I mentioned and battlefields so far have been quite chaotic. I’ve mostly played Caddoc and generally I’ll hear whistling arrows and be turning back and forth frantically looking to find the enemy. It’s both annoying and kind of realistic, in a way. Your AI pal isn’t ineffective. In fact at one point Caddoc was near death with a single enemy left, and I decided to just block/block/block and sure enough E’lara took the bastard out with arrows while I ‘tanked.’

At certain points you can nudge your friend into doing something, such as shooting a burning arrow at a distant brazier. These instances are scripted; ie you can only do them when the game knows there’s a specific action you need to accomplish in order to proceed.

There’s no jump button, and to get over a wall you first have to take cover behind it, then vault over it. Dumb.

So E’lara shoots burning arrows (which often triggers a door or hidden room). Caddoc can push stuff. To do this you hit B to activate the “Push system” and them pump the A button endlessly. Caddoc grunts and groans and struggles against the object until you’ve blistered your thumb pumping A…and then he stands up and effortlessly moves the object. Dumb. From both an animation point of view and a gameplay point of view. Who ever decided pumping a button is fun?

The first ‘real’ level is a total maze. Over and over I’d see stuff I wanted to collect, but couldn’t figure out how to get to it. I still don’t know if I was missing a means of entry or if I’ll be coming back to these areas, or what.

So that’s about as far as I’ve gotten. I think there’s an interesting game hidden in there somewhere. Notice I said “interesting” and not “good.” If you were thinking of running out and picking up Hunted at full price, I’d urge you not to do that. It just feels wonky and rushed in a lot of places. Maybe it gets better; I barely got into the post tutorial bits. But my instincts say it won’t.

This is the first game we’ve seen from InXile and Brian Fargo in quite a while. Was “The Bard’s Tale” (the bawdy, silly remake, not the original) their last game? I can’t help but think they would’ve had more success sticking to the formula for hack and slash RPGs rather than trying to make (thanks Joystiq) a Gears of War fantasy shooter with lite RPG elements.

My rating so far: Buyer’s Remorse

Dungeon Siege III demo

I’m still a bit fevered from the plague I’ve been dealing with, so I apologize in advance for any typos/craziness in this post! 🙂

So I love me some hack and slash loot-fest grindy action RPG goodness. Y’know stuff like Diablo or Torchlight. LOVE IT! One of my favorite genres.

And, as I’ve been sicker than death for the past 4 days, I’ve needed something to occupy my time. I turned to Dungeon Hunter: Alliance on the PS3. That’s a port of a Gameloft iOS/Android title. My fevered brain lusted day and night over the next uber loot drop.

So you might think I would’ve been a bit burned out when I d/led the Xbox 360 demo of Dungeon Siege III last night (PC and PS3 versions of the demo to come next week). But nope, I was right back in my element…sort of.

At its heart, Dungeon Siege III is hack and slash, button-mashing, monster-pinata game, it’s true. But Squenix & Obsidian have slathered layers of various game icing flavors all over it. First, there’s a fairly built up world to play in (the Kingdom of Ehb) and lots of dialog trees that don’t do much other than flesh out your reasons for killing everything in sight. I love the Germanic sounding locations and the Russian-accented bad guy mercs that you fight.

Second, there are some interesting game systems stuck on. I played the fighter (there’s a fire-elemental-gal you can play in the demo, too) and that’s who I’ll talk about. He has 2 stances (toggled with RB): a two hander stance and a sword & board stance. These are hard-wired. He can’t equip a staff or a bow and arrow. Lots of these games offer multiple weapon sets, and that’s what stances are, sorta, but more limiting. He can ONLY weird a two handed melee weapon in the two-handed stance, and a shield and 1 handed melee weapon in the other stance.

Each stance has its own set of skills to go with it. In this case the 2-hander is about group combat. Lots of swirling blades hitting multiple enemies. The sword & board is about controlling a single opponent via shield bashes to stun and things of that nature. The stances feel nicely different…your hero slices the air with a whistling *whoosh!* with a rapier but ponderously swings that zweihander with much effort. Nice.

You’ve got health, of course, and then you’ve got power and focus. My internal body temperature was too high for my brain to parse this out very well when I was playing. Using skills consumers power and focus and you gain them back by (standard) attacks, active blocking, and the like. Sorry to be so foggy. But I was foggy while playing.

When you level up you use skill points to learn new skills, feat points to learn new feats, and specialty points to tweak out skills. So lots of customization there. The bad news is that you can’t customize who your character is. He has a name and a look and you just choose to be him (or her).

So the loot… there’s loot everywhere. There’s almost…dare I say it? TOO MUCH LOOT. I felt like every few seconds I was stopping to compare what I picked up to what I had. Maybe that was all ramped up for the demo. I mean in one room I found 3 shields. The inventory system does make it easy to compare. Each slot will brandish a “New!” icon if you’ve picked up gear for that slot that you haven’t examined, and its very easy to compare new stuff to what you’re wearing. Not as easy to decide what’s best… this vambrace has more armor but less agility than that one… which do I need?! Ack!

One gripe: you pick up gold and health orbs automagically, buy you have to hit LB to pick up gear? I suppose this is useful in multiplayer, but when I’m playing alone I’m never not going to want to pick up a drop (you can transmute it to gold on the fly, if you need to…who is gonna leave gold laying on the gorund!?) so please just let it suck into my inventory with all the sparklies!

Oh well, a tiny nit. Breaking endless barrels is just as fun today as it was when Diablo rolled out. Combat feels good and toggling the stances keeps things interesting (as does the active block). I kind of miss carrying a bow as a backup but whatevs…I’ll deal.

And, dare I say it? The story had me interested. You can’t save in the demo (boo!) which meant I was up much too late trying to learn what happens next. Whatever it is, it involves mysterious large-breasted sisters, so I’m on board.

If nothing give you more joy than gutting a monster and getting a shower of gold coins for your trouble, I suggest you check out the demo. I’m looking forward to seeing how it plays on PC. On the Xbox the button gyrations are a bit daunting. Face buttons, then Left trigger and Face Buttons, then Right Trigger and Face Buttons, etc etc. There’s a lot to remember and having a nice big keyboard full of discrete buttons might make it all a bit easier to manage. But we’ll see.

Gotta say Dungeon Siege III is on my Buy list now. Just what I needed…more games that MUST BE PLAYED!

Terraria’s big world

I’m still poking along with Terraria in my limited free time (having kind of a hell week at work). Here’s my house so far:

I’ve got a forge and workbench on the 2nd floor and an alchemy table on the first. That platform on the roof is to make it easy to get across a big hole just outside the front door. Some dumbass built his mine right there (oh wait, that was me). The little platforms on the outside are so I can climb over the house when I need to.

I found a utility that’ll print out a map of your world. Unlike with Minecraft, your Terrraria world has a finite size, and when you start a game you pick a small, medium or large world. I picked medium. Here’s the map (click on it to get a larger version but I’ll warn you, it’s pretty darn large, and that’s after I cut it down by 50%):

A mess right? Well at first it is. See that black box? On the surface right about in the middle of the map, horizontally. Inside that black box, if your eyes are keen enough, you can see the outline of my house. A bit to the right on the surface is that outline of a second house I’ve build, and below and to the left is the mine I’ve been working on.

I have to admit, I felt a bit intimidated when I saw this map!! I’ve got a LOT of world to explore!

Here’s the thread with the mapviewer in it. Use at your own risk, of course…
http://www.terrariaonline.com/threads/terraria-map-viewer.4226/

Terraria: Your first house

Yesterday Terraria launched. What is it? Think Minecraft meets Flatland. Or more simply, a 2D Minecraft. The game deserves a much more in-depth post than I have time for this morning, but I wanted to do a real quick post to help people get over some of the sticky points I encountered.

As in Minecraft, the first thing you need to do is build a shelter. You can dig a hole if you like, but let’s build a house. You’ll need wood to start with. Use your starter hatchet on some trees until it falls apart in a shower of wood pieces. You’ll also need some gel from the slimes that’ll pester you. You can attack them with that hatchet, too. When they die they drop gel bits. And for our purposes you’ll need some dirt too. Use the Pickaxe on the ground to get that.

Pro-Tip #1. When using a tool, your avatar will swing the tool pretty widely, but you need to focus on the tip of your pointer. That’s where the magic is gonna happen. You can swing wildly to hit gels and dig random holes but when you need precision, it’s all about the tip of your cursor, not the representation of the tool on screen.

OK so now you have wood. Hit Escape to open the crafting panel and pull a Workbench out of the menu and into your hotbar. Unlike in Minecraft, crafting here is just a matter of dragging an item into your inventory…assuming you have the materials it’ll be made. Too bad; I really enjoyed Minecraft’s “drawing” based crafting.

Drop your Workbench anywhere then stand near it and make a Door and some Dirt Walls. Assuming you’ve gathered gels, make some Torches too.

Now find or make a flat area for your house. There are two kinds of walls in Terraria. The ones you see edge on, and the ones that form the back wall of your house. The edge-on walls are built with wood you collected right from the trees. Just stack them up to make two outer walls a reasonable distance apart, then start laying the same wood horizontally to form a ceiling. Drop some spare dirt blocks to stand on in order to reach high enough to do the ceiling.

So now you’re trapped! So pull out your hatchet and destroy 3 woods squares at the bottom of one wall (you’ll recover the wood automagically). Then stick the door in that gap. Again remember: tip of the cursor. Now you can get in and out. Right click the door to open/close it.

Next use the Dirt Wall blocks you made to ‘paint’ the back of the house. That’s going to prevent monsters from spawning indoors. You can do this with rock or wood too, but for me at least, I didn’t have enough of these materials but I did have plenty of dirt. Last, place a couple of torches as a light source. Again, tip of the cursor right at the edge of the wall to get these to ‘stick’ (I had a dumb amount of trouble with this at first).

Your house is complete as a shelter, but apparently you can get NPCs to visit your world if you build a House with a capital H. To turn your shelter into an official house, build a chair and table and place them inside (this bit I haven’t tested yet). You should probably also build a hammer; used to knock apart things you’ve built.

By now you’ve probably used the pickaxe to get rid of those dirt squares you were standing on. If you have wood left over you can make platforms and stick them pretty much anywhere in your house if you want to try making a second story or something. You can jump on these platforms in order to climb up. I wonder if there are ladders to be made somehow?

Here’s my first very modest house.

Terraria is available on Steam for about $10. It’s still a bit buggy (I couldn’t go full-screen without it crashing, for instance) but if you’re looking for more of that Minecraft building itch, with a bit of a different spin, I’d say it’s worth checking out.

Gods & Heroes Dev Diary: Estates

The good folk at Heatwave Interactive reached out to me to see if I’d be interested in sharing some info about upcoming MMO Gods & Heroes with my readers, and of course I said I would. I haven’t personally found much time to get back into the beta (or any other games, really) since my previous post but I’m hoping to get more hands-on time this weekend.

This dev diary is about Estates. I know lots of MMO players who enjoy housing. Well Estates seem to be housing on steroids. It sounds as though you’ll spend time improving your estate; adding and improving buildings, and as the estate gets more elaborate you’ll get access to better minions. Sounds fun, at least on paper, and I can’t wait to see how it works in game.

The diary is also unique for another reason. As I mentioned, Gods & Heroes was in development by Perpetual before they gave up on it in order to focus on another game. Heatwave Interactive bought the unfinished game and are finishing what another team started. The devs here are pretty frank in referring to the things they’re fixing and improving. This isn’t a super-slick marketing-driven dev diary. It feels a lot more ‘real’ than most similar videos from other teams. I enjoyed it. I hope you do too.

Clearing up the Sony FUD

OK listen, it sucks that some thieves stole your name, address and hashed passwords. I get that. Sony should be held accountable on some level, though I’d say the thieves more so.

But I’m so SICK and TIRED of the professional game bloggers making everything look so much worse than it is, spinning things to make it seem like Sony all but rolled out the red carpet for the thieves. I’ve seen it on Destructoid (though to their credit, they went back and updated the post later), Kotaku, Joystiq, Gamespot, Massively… all saying some variety of “Experts say that Sony had unpatched servers and no firewall, and knew about it.”

This is all coming from Dr. Gene Spafford, from Purdue University. Or so the spun stories will tell you. Most of these stories even link to the written testimonial. Which actually says:

In the Sony case, the majority of the victims are likely young people whose sense of risk, privacy and
consequence are not yet fully developed, and thus they may also not understand the full
ramifications of what has happened. Presumably, both companies are large enough that they
could have afforded to spend an appropriate amount on security and privacy protections of
their data; I have no information about what protections they had in place, although some
news reports indicate that Sony was running software that was badly out of date, and had
been warned about that risk.

(emphasis mine)

Most of the testimony is really basic stuff about how bad having data stolen is and what “phishing” means and other stuff that 99.99% of the people reading this blog already understand. As for the spoken testimonial, here that is:

There’s your expert and you can hear it for yourself. Basically he read a mailing list where someone claims to know that Sony had an out of date version of Apache (no details on how out of date) and no firewall (this is clearly bullshit…there’s no way they didn’t have a load balancer in place to distribute 77 million users across their servers, and pretty much every load balancer is also a firewall; between the apache servers and the application servers there needs to be some kind of firewall to handle NAT or something…unless all of Sony’s servers were on public facing machines, which is very very VERY hard to imagine) and claims that Sony reads the same mailing list and knew all about it.

That’s not exactly compelling testimony to me… people say all kinds of random shit on mailing lists and forums. Also note that in his written testimony he refers to news reports, leading me to wonder if he even reads the mailing lists in question.

Now whatever security measures Sony had in place, they were clearly not up to the task at hand, and shame on them for not having beefier security. We’re all paying the price for that mistake. But there’s a big difference between “not enough security” and what this expert is saying, which is essentially “there was no security at all.”

Add to that the fact that Sony says the breach occurred via an application server, not a web server, and with all the security people looking over their shoulders, the FBI involved and the intense scrutiny they’re under, I find it a stretch to think they’re going to try to pull off a lie right now.

And yet.. every one of these posts have commenters nodding their heads and dragging out the pitchforks and torches and assuming that yup, everything this old gentleman has to say must be 100% true.

I’ve never been more ashamed of the community of professional bloggers out there.

Two Worlds II initial thoughts

Last week I picked up Two Worlds II for the Xbox 360. A few of my XBL friends saw me playing and asked how I was liking it, so here’s my answer.

In case you aren’t familiar with the title, TW2 is an open-world RPG. I bought it because I really wanted to play Skyrim but it isn’t November. I just had the itch to basically play an MMO that wasn’t an MMO and it turns out TW2 is pretty close to that. It has quests and leveling of course, but it also has rudimentary crafting and alchemy systems. In the former you destroy gear to get raw materials to use in improving other gear, and in the latter you harvest bits from the landscape and the corpses of things you kill and combine them to make potions. TW2 also has a big enough world, and enough stuff in it, to keep your attention if you just feel like wandering around exploring. At least, so far.

The combat system is action based but not really frenetic. You have 3 “equipment sets” that you can switch between on the fly. I set up one for melee, one for archery and one for magic. The system takes some getting used to. There’s basic 1 button to attack, 1 to block combat, but also more complex things like a multi-arrow attack that lets you ‘tag’ several enemies and then shoot an arrow at each one.

The magic system is quite interesting. You have a couple of “spell amulets” and you collect various magic cards in your travels. By combining cards in the amulets you can create a spell. It’s kind of similar to Magicka, of all things. So you might combine a Fire card with a Bolt card to make Fireball spell, for example. I don’t have a lot of cards yet but I’ve read about some pretty crazy spells people have put together. I don’t usually play Mages but in TW2 skipping the magic system just seems like too much of a shame, so I’m trying.

I’m only 5 hours or so into the game (though I’ve played longer than that..it feels enough like an MMO that I keep forgetting I have to save my game. Doh!) so can’t pass any comprehensive judgement on it, but I will say the game feels pretty rough in spots. The interface can be really awkward to use and at times the engine will stutter or hitch for a second. None of it, so far, is game-breaking but it makes me think that the full $60 price I paid was too much. It didn’t help that Direct2Drive had a sale on the Windows version this weekend: $25, and according to the various forums I’ve poked into, the company is much better about patching the PC version than they are the console versions. If you decide to play I’d really point you at the PC version.

I considered PC, but I was really looking for a couch-title. I wanted to stretch out and relax and explore a world and honestly TW2 is giving me that. One quick example. Your very first location to explore is a small island. You’ll have a couple of quests but soon enough you get access to a teleporter that takes you to a 2nd, larger island. I got there and started questing and things felt a bit tough. After dying a few times I headed back to that initial smaller island and started wandering around. I found lots of stuff I was never sent to in a quest, including some caves full of mobs that were actually still too tough for me to take on. I know now I’ll have to go back and explore this area further. To me, this is exactly what I was hoping for… a place to explore where I’ll find un-marked caverns and lairs to fight in.

The game has some kind of multiplayer but I haven’t tried it yet.

Don’t buy TW2 at $60 unless, like me, you’re really hankering for an open world RPG on console and you have nothing else to play. If you can find it for $20-$25 (like the Direct2Drive deal) and you’re looking to roam a fantasy world, then it’s probably worth it.