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.

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.